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Moses, Law Of God Christian Bible Trading Card Game Bible TCG

Welcome

to the

Ultimate

Guide to

Bible TCG

Bible TCG Christian Card Game Icon

@BibleTCG

Last Updated:

16th of July, 2026

By Rocky Santangela

You can also read, copy, and print The Ultimate Guide to Bible TCG with it's official Google Docs.

Table of Contents

 

Introduction

 

Introduction to the Ultimate Guide to Bible TCG

 

Volume I - How To Play

 

Chapter 1: Download And Setup - Bible TCG Online

Chapter 2: Absolute Basics - Quickstart Tutorial

Chapter 3: Advanced Guide - In-Depth Tutorial

Chapter 4: Key Terms - Speak The Language

Chapter 5: Card Anatomy - Learn The Core Vocabulary

Chapter 6: Board And Storyline - Where Everything Goes

Chapter 7: Pre-Game Setup - Prepare Before Playing

Chapter 8: Your Turn - What To Do Step-by-Step

Chapter 9: Faith Step - How To Manage Resources

Chapter 10: Interactions - Challenge, Reach, Move, Block

Chapter 11: Mechanics - Keywords And Their Abilities

Chapter 12: Ability Language - How Card Text Works

Chapter 13: Deckbuilding - Bring A Winning Strategy

Chapter 14: Formats - The Different Ways To Play

Chapter 15: Starter Decks - From Amateur To Pro

Chapter 16: Top-Tier Decks - Copy And Improve

Chapter 17: Stars Age - Learn All The Stars Verses

Chapter 18: Elder Age - Learn All The Elder Verses

Chapter 19: Hebrew Age - Learn All The Hebrew Verses

Chapter 20: Torah Age - Learn All The Torah Verses

Chapter 21: Israel Age - Learn All The Israel Verses

Chapter 22: Gospel Age - Learn All The Gospel Verses

Chapter 23: Church Age - Learn All The Church Verses

Chapter 24: Wrath Age - Learn All The Wrath Verses

Chapter 25: Power Age - Learn All The Power Verses

 

Chapter 26: Recent Updates - Get Accustomed To V.1.4

Volume II - Trading Cards

 

Chapters and outline to be determined

 

Volume III - Community

 

Chapters and outline to be determined

 

Volume IV - Bible Lore

 

Chapters and outline to be determined

Introduction To The Ultimate Guide to Bible TCG

 

If you've been wanting to play a Christian trading card game that's both biblically accurate and genuinely fun, your prayers have just been answered.

 

My name is Rocky, and I built Bible TCG. I'll be the one walking you through everything you need to know about this game.

 

Truthfully, I'm humbled to lead a project like this. By the grace of God, I get to wake up every morning and do what I love most. I'm forever grateful to each one of you who believes in this as much as I do.

 

All glory and praise to our Lord Jesus Christ, who paid the full price for our sins at the cross by His own blood.

 

This guide will be available as a YouTube playlist, a step-by-step online program, and a tangible book you can order for free. However you're accessing it, the goal is the same: to give you a clear, simple path into Bible TCG.

 

Overview

 

In this introduction, we're not going into every detail just yet; there's simply too much to cover all at once. Instead, I'm going to walk you through each section of the Ultimate Guide to Bible TCG, so you always know where you are, what's coming next, and how it all fits together.

 

In How To Play, we'll focus on actually playing the game, learning the core rules, and getting confident enough to sit down and play with anyone.

 

In Trading Cards, we'll look at how Bible TCG exists in the real world, including the Tabletop and Online platforms, and the different ways to access, collect, and enjoy the cards.

 

In Community, we'll look at the ecosystem around Bible TCG, including long-term growth, rewards, promotions, and how to stay plugged into the project as it develops.

 

Lastly, in Bible Lore, we'll explore the Bible TCG Universe, see where cards fit in the timeline, and discover the bigger story the Bible is really telling.

 

Conclusion

 

You can follow the guide in order or jump straight to the parts you care about most. If you're brand new to Bible TCG, I recommend starting from the beginning so you don't miss the fundamentals.

 

Let's get the world to play the Bible!

Chapter 1: Download And Setup - Bible TCG Online

 

Introduction

 

If you want to play Bible TCG right now, then let's get you set up online!

 

In this chapter of the How To Play section, we'll go step by step from first downloading the game to starting your first match.

 

Download

 

First, visit BibleTCG.com/download and find the Download section. Depending on whether you're using Windows or Mac, click the correct button to download Bible TCG Online for your machine.

 

Windows Install

 

If you're on Windows, you'll start downloading Bible TCG Setup in your browser. Once it's downloaded, go to your download history and click it.

 

You might get a pop-up from Microsoft Defender SmartScreen. In that case, click More Info, then Run Anyway to continue.

 

You'll then be asked to create a desktop icon and install Bible TCG on your computer.

 

Mac Install

 

If you're on a Mac, you'll start by downloading the Bible TCG Launcher to your Downloads folder. Once it's downloaded, drag the app into your Applications folder.

 

Your Mac may block it the first time you try to open it. This is normal for apps downloaded outside the App Store.

 

To open it, right-click the Bible TCG Launcher app in your Applications folder and click Open. If a warning appears, click Open again to confirm that you want to launch it.

 

If your Mac still blocks the app, open System Settings, go to Privacy & Security, scroll down to the security message about Bible TCG Launcher, and click Open Anyway. Then confirm by clicking Open.

 

Logging In

 

To log in to Bible TCG Online, click on Get Code. This will open BibleTCG.com/login in the last browser you used.

 

You'll need to be logged in to your Website Account. Then copy and paste (or manually type) the 6-digit code back into the application and click Confirm.

 

Username

 

If it's your first time logging in from your Website Account, you'll be asked to choose a Username. This is the public handle that other Players will see online.

 

Your Username must be between 3 and 20 characters long. It must have at least 3 letters, and numbers can only be added at the end.

 

Choose carefully, because your Username represents your identity in Bible TCG Online and is not meant to be changed freely.

 

Lobby

 

Once you're in the Lobby, you'll have an overview of everything you can do in Bible TCG Online.

 

At the top-left, you'll see your Icon, your Username, and how many Gold Coins and Silver Coins you have. The buttons along the top let you switch between the main panels.

 

You start a Game in Play, build a Deck in Cards, buy and open Packs in Packs, and see the leaderboard in Rank. At the far right, there's a gear icon that opens the Client Settings.

 

Play Panel

 

You get ready to play a game by clicking the Play button at the top. Logging in brings you there immediately.

 

On the left side, you have Beginner and Advanced solo modes. Both let you practice against the AI. Compete With Others lets you enter ranked mode. Play With Friends lets you generate a random code, send it to your friend, and play a game together.

 

On the right side, under Choose Your Deck, the dropdown lets you choose which deck you want to bring. Make sure the one you want is selected before starting a game.

 

Client Settings

 

You access the Client Settings by clicking the gear icon in the top-right corner. From there, you can change the Audio and Graphic settings to your liking. You can also toggle between windowed and full-screen views.

 

You'll also be able to choose between Digital Mode and Tabletop Mode.

 

Digital Mode shows the digital version of the cards, with larger text that is easier to read on smaller screens. In Digital Mode, you can also use Digital Counters, where the actual stats on the card update when a Being gains Strength, gains Hope, takes Damage, or receives other changes.

 

Tabletop Mode shows the official tabletop version of the cards. In this mode, the values printed on the card do not change directly. Instead, the game places tabletop-style counters and tokens on top of the cards to track Damage, boosts, and other changes.

 

This lets you play Bible TCG Online in the way that feels best for you, while also helping you learn how the physical tabletop version of the game works. After clicking Save, the client will remember your preferences going forward.

 

Cards Panel

 

You can see your entire collection and build decks by clicking the Cards button at the top. On the left, you'll have your search bar, filters, and sorting options.

 

In the middle, you'll see all of the available cards.

 

On the right, you'll have your decks and where to build a new one. You can scroll up and down easily by clicking and dragging the list vertically.

 

Starter Decks

 

If you haven't chosen a Starter Deck yet, you'll be presented with three Starter Decks. You must pick one of these three to begin your journey.

 

Each Starter Deck is balanced in power against the others, and each one is a great way to start learning the game.

 

Beginner solo-mode will have you face these Starter Decks to practice against them.

 

Buying and Selling

 

You buy and sell cards with Silver Coins. At the top-right corner of any card, you'll see how many copies you own. When a card is greyed out, it means you currently don't own any copies.

 

When you click a card, you can either buy it or sell it. You don't need more than four copies of any same-named card, so you can safely sell anything above four.

 

Deckbuilding

 

On the right side of the Cards Panel, you'll see your current Decks. When you click one, the Decklist opens.

 

You can click cards in that Decklist to remove them, or click cards in your collection to add them.

 

You need 66 Verses to make a Deck valid to play. You can only have up to four copies of the same-named Verse in a Deck.

 

When you're done, click Save. If you want to build a new Deck, click the + icon, add 66 Verses, and save it.

 

Packs Panel

 

You buy Packs and open them by clicking the Packs button at the top. Packs are bought with Gold Coins.

 

To open a Pack, first click and buy it. Then click Open Packs, and drag the Pack from below to the middle of the screen. Once the Pack opens, you can click each card to reveal it.

 

There are seven Common cards at the top, four Uncommon cards at the bottom left, and two Rare or higher cards at the bottom right.

 

The game will also show you if it's your first copy of that card. Click once more to store the cards in your collection.

 

Rank

 

You can see the leaderboard and where you rank by clicking the Rank button at the top.

 

The leaderboard is ordered from highest to lowest rank. Each row displays a Player's Username, Elo, and win rate.

 

Only ranked Games from Compete With Others count toward your global stats.

 

User Info

 

You can customize your profile and view your stats by clicking the Icon next to your Username in the top-left corner.

 

Click the Card Back to change the look of your cards, the image to change your Player Icon, and Friends to connect with other Players directly.

 

Conclusion

 

And that's how you set yourself up in Bible TCG Online. Now that you're ready to play, it's important that you know how to play, or better yet, how to win.

 

In the Absolute Basics chapter, we'll go over everything you need to know so you can start playing the Bible immediately.

Chapter 2: Absolute Basics - Quickstart Tutorial

 

Introduction

 

If you want to learn how to play Bible TCG quickly, this is the place to start.

 

In this chapter of the How To Play section, we won't cover every detail yet. The goal is to give you a simple overview of how the Game works so you can understand the flow before going deeper.

 

Once you understand this quickstart, the rest of the guide will be much easier to follow.

 

Win Condition

 

The first Player to reach 20 Bible Points wins the Game.

 

The main way to Gain Points is by Challenging your Opponent directly with your Beings.

 

Some Verses and Abilities can also make Players gain or lose Points.

 

There is one more way the Game can end: if you ever need to Draw a Verse and your Main Deck is empty, you lose the Game.

 

Verses

 

Each card in Bible TCG is called a Verse.

 

There are two main kinds of Verses: Event Verses and Being Verses.

 

An Event Verse does what it says, then goes to Exile.

 

A Being Verse can be Created onto the Storyline. Once it is on the Storyline, it becomes a Being and can Move, Challenge, Block, take Damage, and help you Gain Points.

 

Card Anatomy

 

Every Verse has important information on it.

 

At the top, you'll see the Verse's Cost, Name, Age Symbol, and Rarity.

 

The Cost tells you how much Faith you need to Play the Verse.

 

The Age Symbol tells you which Age the Verse belongs to.

 

The Rarity shows how common or special the Verse is.

 

In the middle, you'll see the Artwork, Ability, and Scripture connected to that Verse.

 

Some Verses also have Stats near the bottom. If you see Strength, Hope, Reach, Move, and a Being Type, that means it is a Being Verse.

 

Strength shows how much Damage the Being deals.

 

Hope shows how much Damage the Being can take before it is Exiled.

 

Reach shows how far the Being can Challenge.

 

Move shows how far the Being can move on the Storyline.

 

Setup

 

Each Player starts with a 66-Verse Main Deck.

 

Shuffle your Main Deck, then let your Opponent cut it.

 

To decide who goes first, both Players roll a die. The Player with the highest roll chooses who takes the first Turn. If both Players roll the same number, roll again until there is a winner.

 

After Turn order is decided, both Players Draw seven Verses as their starting Hand.

 

The first Player takes the first Turn of the Game, but skips their first Draw Step.

 

Turn Overview

 

Each Turn follows the same basic structure:

 

Start Of Turn, Draw Step, Faith Step, Play Step, and End Of Turn.

 

At your Start Of Turn, your used Faith becomes available again, and your Beings that already Interacted become Ready again.

 

During your Draw Step, you Draw one Verse from the top of your Main Deck.

 

During your Faith Step, you start thinking about which Verse you may want to place as Faith.

 

During your Play Step, you Play Events, Create Beings, Move Beings, Challenge Enemy Beings, and Challenge your Opponent directly.

 

During your End Of Turn, you finish your Turn and pass to your Opponent.

 

Faith

 

Faith is the resource you use to Play Verses.

 

On each of your Turns, you may place one Verse from your Hand into your Faith Area. That Verse becomes a faith verse.

 

You may place your one Verse as Faith at any time during your Turn.

 

To Play a Verse, you need enough available Faith to pay its Cost.

 

If the Verse costs 1 or more Faith, you must use at least one faith verse from the same Age as the Verse you want to Play.

 

For example, to Play a Gospel Age Verse that costs 1 or more Faith, at least one of the faith verses you use to pay its Cost must be a Gospel Age faith verse.

 

When you use a faith verse, rotate it sideways to show that it has been used this Turn.

 

At your next Start Of Turn, your used Faith becomes available again.

 

Even 0-Cost Verses need at least one available faith verse from the same Age. However, Playing a 0-Cost Verse does not use that Faith.

 

Play Step

 

The Play Step is where most of the Game happens.

 

You can Play an Event Verse from your Hand by paying its Cost. When you Play an Event, do what the Verse says, then place it in Exile.

 

You can also Play a Being Verse from your Hand by paying its Cost and Creating it onto your Storyline.

 

Your Storyline has five Slots. Each Slot can hold one Being at a time.

 

A Being that was just Created normally cannot Move or Challenge until your next Turn, unless an Ability such as Zeal says otherwise.

 

Interaction

 

Interaction is what your Beings do on the Storyline.

 

Each Ready Being can either Move or Challenge once per Turn. It cannot do both in the same Turn.

 

When a Being Moves or Challenges, rotate it to show that it has Interacted.

 

At your next Start Of Turn, Reset your Beings by turning them upright again.

 

Challenge

 

A Challenge is when a Being uses its Strength.

 

A Being can Challenge an Enemy Being it can Reach. When Beings Challenge each other, they both deal Damage equal to their Strength.

 

When a Being Challenges another Being, it is targeting that Being with the Challenge.

 

A Being can also Challenge your Opponent directly if it has enough Reach and is not Blocked. When your Being Challenges your Opponent directly, you Gain Bible Points equal to that Being's Strength.

 

Damage

 

Damage stays on a Being over time.

 

If a Being takes enough Damage that its current Hope becomes 0 or less, that Being is Exiled and leaves the Storyline.

 

Damage does not go away at the end of the Turn unless an Ability removes it.

 

Reach

 

Reach determines what a Being can Challenge from its Slot.

 

If a Being has 0 Reach, it cannot Challenge.

 

If a Being has 1 Reach, it can Challenge directly in front of itself.

 

Each additional Reach expands how far it can Challenge to the left and right of the center.

 

For example, a Being with 2 Reach can Challenge directly in front of itself and one Slot beside that center on each side, for a total of three front-facing Slots.

 

Move

 

A Being can Move once per Turn instead of Challenging.

 

To Move a Being, slide it horizontally to an empty Slot on your Storyline.

 

Moving from one Slot to the next costs 1 Move.

 

Moving through another friendly Being costs 1 additional Move.

 

Movement helps you line up better Challenges, protect important Beings, create openings, or move away from danger.

 

Blocking

 

An Enemy Being blocks your Being when it is directly across from it on the Opponent's Storyline.

 

If your Being is Blocked, it cannot Challenge the Opponent directly from that Slot.

 

To Challenge the Opponent directly, you need to deal with the Blocker first or Move your Being to a Slot where it is not Blocked.

 

Blocking does not stop your Being from Challenging Enemy Beings it can Reach.

 

Keywords

 

Some Verses have special Keywords that explain important Abilities.

 

For example, Prophecy triggers when a Being is Created. Zeal lets a Being Challenge immediately. Protect blocks Challenges to Adjacent Beings. Darkness stops a Being from being Challenged or Targeted before it Interacts. Discern lets you choose between different outcomes.

 

You do not need to memorize every Keyword right away. Most Keywords come with Reminder Text, which briefly explains what they do.

 

The deeper rules for each Keyword are covered later in the Mechanics chapter.

 

Conclusion

 

That's the quick version of how to play Bible TCG.

 

You now know the goal of the Game, how Verses work, how Faith works, how to Play Events, how to Create Beings, and how Beings Move, Challenge, Reach, Block, and Gain Points.

 

The next step is to go deeper.

 

In the Advanced Guide chapter, we'll cover the full structure of play so you can move from beginner to confident Player.

Chapter 3: Advanced Guide - In-Depth Tutorial

 

Introduction

 

This is the in-depth overview of how Bible TCG works.

 

In the Absolute Basics chapter, we covered the quick version of the Game. Now we're going to connect all the major pieces together so you can understand the full flow of play.

 

We still won't explain every tiny detail yet. Later chapters will slow down and focus on each part one at a time. But by the end of this chapter, you should understand how the Game is set up, how Turns work, how Faith works, how Beings interact on the Storyline, and how different strategies begin to form.

 

Win Condition

 

The goal of Bible TCG is to be the first Player to reach 20 Bible Points.

 

The main way to Gain Bible Points is by Challenging your Opponent directly with your Beings. When a Being Challenges the Opponent directly, you Gain Bible Points equal to that Being's Strength.

 

Some Verses and Abilities can also make Players gain or lose Bible Points.

 

There is one more way the Game can end. If you ever need to Draw a Verse and your Main Deck is empty, you lose the Game.

 

Deck

 

In Bible TCG, each Player brings an 80-Verse Deck to a Match.

 

That Deck is made of a 66-Verse Main Deck and a 14-Verse Side Deck.

 

Your Main Deck is the Deck you shuffle, Draw from, and use during the Game.

 

Your Side Deck stays off to the side and is used between Games in a Match. It lets you adjust your strategy after seeing what your Opponent is playing.

 

A Match is usually best-of-three Games.

 

Verses

 

Each card in Bible TCG is called a Verse.

 

There are two main kinds of Verses: Event Verses and Being Verses.

 

An Event Verse is Played for a one-time effect. After it resolves, it goes to Exile.

 

A Being Verse is Created onto the Storyline. Once it is on the Storyline, it becomes a Being.

 

This distinction matters because a card is only a Being while it is on the Storyline. Everywhere else, such as in your Hand, Main Deck, Faith Area, Exile Pile, or Out-Of-Game Zone, it is still a Verse.

 

Card Anatomy

 

All Verses follow the same basic layout.

 

At the top of a Verse, you'll see its Cost, Name, Age Symbol, and Rarity Color.

 

The Cost tells you how much Faith you need to Play the Verse.

 

The Name tells you which Verse it is.

 

The Age Symbol shows which Age the Verse belongs to.

 

The Rarity shows how common or special the Verse is by its color. Red for Commons, Purple for Uncommons, Blue for Rares, and Yellow for Holy Rares.

 

In the middle of the Verse, you'll see the Artwork, Ability, and Scripture.

 

The Artwork connects the Verse to its biblical theme.

 

The Ability tells you what the Verse does.

 

The Scripture shows the Bible verse connected to that card.

 

Being Stats

 

Some Verses have extra Stats near the bottom of the Text Box. These are Being Verses.

 

The first Stat is Strength. Strength shows how much Damage the Being deals when it Challenges or when it's Challenged.

 

The second Stat is Hope. Hope shows how much Damage the Being can take before it is Exiled.

 

The third Stat is Reach. Reach shows how far the Being can Challenge from its Position.

 

The fourth Stat is Move. Move shows how far the Being can reposition itself on the Storyline.

 

The last part shows the Being Type, such as Man, Woman, Beast, Cattle, Fowl, King, Priest, Prophet, Spirit, or another Type.

 

Bottom Section

 

At the bottom of the Verse, you'll find collector and organization information.

 

This usually includes the Verse's Age, Set name, number within the Set, Rarity and Art Variant letters, artist credit, and Bible TCG copyright.

 

This information does not usually affect gameplay, but it helps with collecting, sorting, identifying, and organizing your cards.

 

Board And Storyline

 

Each Player has their own side of the Board.

 

Your Main Deck sits face down to one side.

 

Your Hand is hidden from your Opponent.

 

Your Storyline is the row of five Slots where your Beings are Created.

 

Your Faith Area is where you place Verses as Faith.

 

Your Exile Pile is where Events go after they resolve and where Beings go when they are Exiled.

 

Your Out-Of-Game Zone is where Removed Verses go and where Tokens begin before they are Created.

 

You also need a clear way to track Bible Points so both Players can see the score.

 

Storyline

 

The Storyline is one of the most important parts of Bible TCG.

 

It has five Slots.

 

Each Slot can hold one Being at a time.

 

Your Beings are Created onto the Storyline, Move across the Storyline, Challenge from their Slots, Block the Opponent, and remain there until they are Exiled, Removed, returned, or moved somewhere else.

 

Positioning matters because Reach, Move, Blocking, Protect, Adjacent effects, and direct Challenges all depend on where your Beings are placed.

 

Game Setup

 

At the beginning of a Game, both Players make sure their Main Decks have exactly 66 Verses.

 

Then both Players shuffle their Main Decks and offer them to their Opponent to cut.

 

After that, decide who goes first. Usually, both Players roll a die, and the one with the highest number wins. If it's a draw, roll again until there's a winner. The winner gets to choose who takes the first Turn.

 

Both Players Draw seven Verses as their starting Hand.

 

The First Player takes the first Turn of the Game, but skips their first Draw Step.

 

Mulligan

 

After Drawing your starting Hand, you may take a Mulligan.

 

To Mulligan, shuffle your entire Hand back into your Main Deck and Draw a new Hand with one fewer Verse.

 

Your first Hand has seven Verses. Your first Mulligan gives you six Verses. Your next Mulligan gives you five Verses, and so on.

 

A Mulligan gives you another chance at a better Hand, but you start with fewer Verses.

 

Turn Structure

 

Each Turn has five main parts:

 

Start Of Turn, Draw Step, Faith Step, Play Step, and End Of Turn.

 

This structure keeps the Game organized and makes sure every Player follows the same rhythm.

 

Start Of Turn

 

Your Start Of Turn is when your side gets ready again.

 

Your used faith verses become available.

 

Your Beings that Interacted on your previous Turn Reset and become Ready again.

 

If any Ability says "At your Start Of Turn," this is when it happens.

 

Draw Step

 

During your Draw Step, you Draw one Verse from the top of your Main Deck and put it into your Hand.

 

The only normal exception is the First Player on the first Turn of the Game. The First Player skips their first Draw Step.

 

If you ever need to Draw a Verse and your Main Deck is empty, you lose the Game.

 

Faith Step

 

Faith is the resource you use to Play Verses.

 

Each Turn, you may place one Verse from your Hand into your Faith Area. That Verse becomes a faith verse.

 

You may place your one Verse as Faith at any time during your Turn, as long as you have not already placed one this Turn.

 

Each faith verse keeps its Age.

 

This matters because, when you pay for a Verse that costs 1 or more Faith, at least one of the faith verses you use must be from that Verse's Age.

 

For example, to Play a Gospel Age Verse that costs 1 or more Faith, at least one of the faith verses you use to pay its Cost must be a Gospel Age faith verse.

 

Faith Cost

 

When you Play a Verse, you pay its Cost using available Faith.

 

If a Verse costs 3 Faith, you use three available faith verses to pay for it.

 

At least one of those used faith verses must match the Age of the Verse you are Playing.

 

When you use a faith verse, rotate it sideways to show that it has been used this Turn.

 

Used faith verses stay in your Faith Area. They do not go to Exile and they are not discarded.

 

At your next Start Of Turn, they become available again.

 

0-Cost Verses

 

0-Cost Verses still follow the Age requirement.

 

To Play a 0-Cost Verse, you still need at least one available faith verse from the same Age as that Verse.

 

However, because the Verse costs 0 Faith, you do not use or rotate that faith verse.

 

This means 0-Cost Verses are free to Play, but they still require the right Age to be available.

 

Play Step

 

The Play Step is where most of the Game happens.

 

During your Play Step, you can Play Event Verses, Create Being Verses, Move Beings, Challenge Enemy Beings, Challenge your Opponent directly, and use Abilities.

 

You choose the order of your actions during your Play Step.

 

You might Play an Event first, then Challenge.

 

You might Challenge first, then Create a Being.

 

You might place Faith later in the Turn after seeing what your other actions accomplish.

 

As long as you follow the rules for each action, you choose the order that gives you the best advantage.

 

Events

 

When you Play an Event Verse, pay its Cost, resolve its Ability, and then place it in Exile.

 

Events can do many things.

 

They can Draw Verses, deal Damage, Restore Hope, Exile threats, Humble Beings, create Tokens, return Verses, give Stats, or change the Storyline in other ways.

 

Events are one-time effects, but they can strongly shape the Game.

 

Beings

 

When you Play a Being Verse, you Create it onto an open Slot on your Storyline.

 

Once it is on the Storyline, it is a Being.

 

A Being that was just Created normally cannot Move or Challenge until your next Turn, unless an Ability such as Zeal says otherwise.

 

Beings stay on the Storyline and can continue to affect the Game over multiple Turns.

 

Interaction

 

Interaction is what a Being does on the Storyline.

 

A Being Interacts when it Moves or Challenges.

 

Each Ready Being can either Move or Challenge once per Turn. It cannot do both in the same Turn.

 

After a Being Moves or Challenges, rotate it to show that it has Interacted.

 

At your next Start Of Turn, Reset your Beings by turning them upright again.

 

Challenge

 

A Challenge is when a Being uses its Strength.

 

A Being can Challenge an Enemy Being it can Reach.

 

When a Being Challenges another Being, it is targeting that Being with the Challenge.

 

When Beings Challenge each other, they both deal Damage equal to their Strength.

 

A Being can also Challenge the Opponent directly if it has enough Reach and is not Blocked.

 

When your Being Challenges your Opponent directly, you Gain Bible Points equal to that Being's Strength.

 

Damage

 

Damage stays on Beings over time.

 

When a Being takes Damage, use a die or counter to show how much Damage is on it.

 

Damage does not go away at the end of the Turn.

 

A Being is Exiled if its current Hope becomes 0 or less after Damage, Stat changes, active Abilities, and Restoration are applied.

 

Direct Exile is different. If an Ability says "Exile target being," that Being is Exiled no matter how much Hope it has.

 

Reach

 

Reach determines what a Being can Challenge from its Slot.

 

If a Being has 0 Reach, it cannot Challenge.

 

If a Being has 1 Reach, it can Challenge directly in front of itself.

 

Each additional Reach expands how far it can Challenge to the left and right of the center.

 

For example, a Being with 2 Reach can Challenge directly in front of itself and one Slot beside that center on each side, for a total of three front-facing Slots.

 

A Being with 3 Reach can Challenge directly in front of itself and two Slots beside that center on each side, for a total of five front-facing Slots.

 

Move

 

A Being can Move once per Turn instead of Challenging.

 

To Move a Being, slide it horizontally to an empty Slot on your Storyline.

 

Moving from one Slot to the next costs 1 Move.

 

Moving through another friendly Being costs 1 additional Move.

 

A Being must have enough Move to reach the Slot you want to move it to.

 

Movement helps you line up better Challenges, protect important Beings, open direct lanes, and move away from danger.

 

Blocking

 

An Enemy Being blocks your Being when it is directly across from it on the Opponent's Storyline.

 

If your Being is Blocked, it cannot Challenge the Opponent directly from that Slot.

 

To Challenge the Opponent directly, you must either deal with the Blocker first or Move your Being to a Slot where it is not Blocked.

 

Blocking does not stop your Being from Challenging Enemy Beings it can Reach.

 

End Of Turn

 

When you are done making plays, you move to your End Of Turn.

 

If any Ability says "At your End Of Turn," this is when it happens.

 

Then, if you have more than seven Verses in Hand, choose Verses from your Hand and Exile them until you have seven.

 

After that, your Turn ends and your Opponent begins their Turn.

 

Mechanics

 

Many Verses have special Keywords that represent important mechanics.

 

You do not need to memorize all of them immediately, because most Keywords come with Reminder Text.

 

Some Keywords affect combat and protection.

 

Eternal means the Being can't take Damage.

 

Protect blocks Challenges to Adjacent Beings.

 

Darkness means the Being can't be Challenged or Targeted before Interacting.

 

Anointing ignores the first Damage taken.

 

Unclean Exiles Beings damaged by it.

 

Some Keywords affect pressure and tempo.

 

Zeal lets a Being Challenge immediately.

 

Abundance lets a Being Challenge twice per Turn.

 

Fear means a Being can't Interact this Turn or the next.

 

Some Keywords are connected to timing.

 

Prophecy triggers when a Being is Created.

 

Resurrect triggers when a Being is Exiled from the Storyline.

 

Patience activates while a Being is damaged.

 

Some Keywords affect choices and Abilities.

 

Discern lets you choose between outcomes.

 

Humble cancels Abilities.

 

Pray increases Event Damage.

 

Deckbuilding

 

A good Deck is not just a pile of strong Verses.

 

A good Deck has a plan.

 

Most Decks focus on one or two main Ages so their Faith lines up consistently with the Verses they want to Play.

 

A strong Deck also has a healthy Faith Curve. That means it has low-cost Verses for the early Game, mid-cost Verses for the middle of the Game, and a few high-cost Verses for powerful late plays.

 

You can only have up to four copies of any same-named Verse in your Deck.

 

Strategies

 

There are four main strategy archetypes: Aggro, Midrange, Control, and Combo.

 

Aggro Decks try to win quickly with cheap Beings, pressure, and early Bible Points.

 

Midrange Decks try to win through strong Beings, flexible Events, and Storyline control in the middle of the Game.

 

Control Decks try to survive, answer threats, slow the Game down, and win later with powerful finishers or long-term value.

 

Combo Decks try to assemble specific Verses that work together, then create one explosive Turn or a powerful chain of effects.

 

Your strategy affects which Ages you choose, which Verses you include, and how you play each Turn.

 

Formats

 

The main way to play Bible TCG is Classic.

 

Classic is a one-on-one constructed Format where each Player brings a Deck and usually plays a best-of-three Match with Sideboarding between Games.

 

Bible TCG can also be played in other Formats.

 

Multiplayer lets equal Teams of Players face each other.

 

Free-For-All lets more than two Players play in a chaotic social setting.

 

Showdown lets Players battle from a sealed Booster Pack.

 

Draft lets Players open Packs, choose cards one at a time, build Decks on the spot, and then play.

 

The core rules stay the same, but each Format changes how the Game feels.

 

Conclusion

 

That's the advanced overview of Bible TCG.

 

You now understand how the Deck works, how Verses are read, how the Board is organized, how Turns flow, how Faith pays for Verses, how Beings Move and Challenge, how Damage works, how Keywords shape strategy, and how different Decks and Formats fit together.

 

The rest of the How To Play section will now slow down and explain each part in more detail.

 

In the Key Terms chapter, we'll define the core vocabulary of Bible TCG so the rest of the guide becomes even easier to understand.

Chapter 4: Key Terms - Learn The Core Vocabulary

 

Introduction

 

Once you understand the Game's language, everything else becomes easier to follow.

 

In this chapter of the How To Play section, we'll define the Key Terms you'll see over and over again in Bible TCG.

 

Some of these words describe the Game itself. Some describe where Verses go. Some explain how Beings move, Challenge, take Damage, and leave the Storyline. Others explain how Abilities are written so you know exactly what a Verse is telling you to do.

 

You don't need to memorize every term immediately. The goal is to become familiar with the language so the rest of the guide makes more sense as you continue.

 

Game & Deck Basics

 

Let's first define who you are at the table and what you're bringing to the Game. These terms cover the basics: you as the Player, how Games and Matches work, what your Deck is made of, and how starting Hands and Mulligans fit into the flow of play.

 

Player

 

You and your Opponent are the Players. Each Player has their own Deck, Hand, Storyline, Faith Area, Exile Pile, and Bible Points.

 

Opponent

 

An Opponent is a Player you are playing against. In a one-on-one Game, your Opponent is the other Player. In multiplayer formats, you may have more than one Opponent.

 

Match

 

A Match is a series of Games played between the same Players, usually best-of-three. You win the Match by winning more Games than your Opponent.

 

Game

 

A Game is one complete playthrough of Bible TCG, from setup until one Player wins.

 

Deck

 

Your Deck is the full set of 80 Verses you bring to a Match. It is made up of a 66-Verse Main Deck and a 14-Verse Side Deck.

 

Main Deck

 

Your Main Deck is the 66-Verse Deck you actually play with during a Game. This is the Deck you shuffle, Draw from, and use to Play Verses.

 

Side Deck

 

Your Side Deck is the 14-Verse Deck you keep off to the side. You don't Draw from it during a Game. Instead, you use it between Games in a Match to adjust your Main Deck.

 

Sideboarding

 

Sideboarding means using your Side Deck between Games in a Match. You swap Verses between your Main Deck and Side Deck one-for-one, so your Main Deck always returns to exactly 66 Verses.

 

First Player

 

The First Player is the Player who takes the first Turn of the Game. The First Player skips their first Draw Step to balance the advantage of going first.

 

Mulligan

 

A Mulligan lets you shuffle your starting Hand back into your Main Deck and Draw a new Hand with one fewer Verse.

 

You can Mulligan multiple times, but each time you Draw one fewer Verse. This gives you another chance at a better Hand, but with fewer Verses to start the Game.

 

Hand

 

Your Hand is the set of Verses you are holding secretly. You Draw Verses into your Hand and usually Play them from there.

 

Owner

 

The Owner of a Verse is the Player whose Deck or collection that Verse came from. If a Verse returns to its owner's Hand, becomes Faith under its owner's control, or causes its owner to gain, lose, or Draw something, this refers to the Player who owns that Verse.

 

For Tokens, the Owner is the Player who Created that Token.

 

Bible Points

 

Bible Points are how you win the Game. The first Player to reach 20 Bible Points wins.

 

Players can gain Bible Points or lose Bible Points.

 

When a Player deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Damage dealt to a Being does not give Bible Points.

 

Point gain and point loss are different from Damage. If an Ability says “target opponent loses 3 points,” that Opponent loses 3 Bible Points, but no Damage was dealt.

 

Card & Verse Terms

 

Now let's define the cards themselves. Bible TCG uses the word Verse because every card is connected to a real Scripture verse.

 

Card

 

A Card is the physical or digital object you hold, collect, click, or look at. In the rules of the Game, cards are usually called Verses.

 

Verse

 

A Verse is an individual Bible TCG card in the Game. Each Verse has a unique Scripture verse connected to it.

 

A Verse can be in your Deck, Hand, Faith Area, Storyline, Exile, or Out-Of-Game Zone.

 

Event Verse

 

An Event Verse is an Event-type Verse when it is not being resolved on the Storyline. Event Verses usually do something once, then go to Exile.

 

For example, if an Ability says "Return all event verses from your exile to your hand," it means Event-type Verses in your Exile Pile.

 

Being Verse

 

A Being Verse is a Being-type Verse that is not currently on the Storyline.

 

A Verse is only a Being while it is on the Storyline. Everywhere else, it is still a Verse.

 

This means a Being-type card in your Hand, Deck, Faith Area, Exile Pile, or Out-Of-Game Zone is a being verse, not a Being.

 

For example, if an Ability says "Draw a verse and reveal it. If it's a being verse, draw another verse," it is checking whether the revealed Verse is a Being-type Verse.

 

Faith Verse

 

A Faith Verse is a Verse in a Faith Area.

 

Faith is the resource, and a faith verse is the actual Verse placed there.

 

If an Ability says "Return a faith verse to your hand" without saying whose faith verse, it means one of your own faith verses.

 

If an Ability means another Player's faith verse, it will say so, such as "target opponent's faith verse."

 

Ability

 

An Ability is the text on a Verse that tells you what it does. Some Abilities happen when a Verse is Played. Some happen when a Being is Created, Exiled, damaged, or when another condition is met.

 

Keyword

 

A Keyword is a special rule word that represents an Ability or mechanic. Examples include Prophecy, Resurrect, Zeal, Protect, Eternal, Darkness, Unclean, Patience, Fear, Pray, Abundance, Anointing, Humble, and Discern.

 

Reminder Text

 

Reminder Text is the short explanation beside a Keyword that tells you what it does. It helps you understand the card without needing to memorize every rule immediately.

 

Cost

 

A Verse's Cost tells you how much Faith you must use to Play it.

 

Age

 

A Verse's Age shows where that Verse belongs in the Bible TCG timeline. Faith keeps its Age. To Play a Verse that costs 1 or more Faith, at least one faith verse you use must be from that Verse's Age. To Play a 0-Cost Verse, you still need at least one available faith verse from that Verse's Age, but you do not use it. 

 

Zones & Resources

 

Once you understand what a Verse is, the next step is to understand where Verses go. These terms describe the different areas of the Game.

 

Faith

 

Faith is your resource for Playing Verses.

 

Each Turn, you may place one Verse from your Hand into your Faith Area. That Verse becomes a faith verse and stays there as a resource for the rest of the Game, unless another Ability moves it.

 

When you use Faith, rotate it to show that it has been used. At your next Start Of Turn, your Faith becomes available again.

 

Faith Area

 

Your Faith Area is where your faith verses are placed. Verses in your Faith Area no longer act as they normally would. They are now resources used to Play other Verses.

 

A faith verse still keeps its Age, because Age matters when paying the Cost of Verses.

 

Storyline

 

The Storyline is the row of five Slots in front of you where your Beings are Created. This is the main area where Beings Move, Challenge, Block, take Damage, and remain until they leave the Storyline.

 

Slot

 

A Slot is one of five spaces on your Storyline. Each Slot can hold one Being at a time.

 

Adjacent

 

Adjacent means directly beside something on the Storyline.

 

If a Being is in Slot 3, the Beings in Slot 2 and Slot 4 are Adjacent to it. Slot 1 and Slot 5 are not Adjacent to it.

 

Exile

 

Exile is where Verses go after Events resolve, when Beings are Exiled, or when an Ability tells you to Exile a Verse.

 

Verses in Exile are outside of the Storyline, but they are still part of the Game and can be referred to by Abilities.

 

When card text says "exile" without specifying a Player, it may refer to exile areas generally. When it says "your exile," it refers only to your Exile Pile. When it says "target opponent's exile," it refers to that Opponent's Exile Pile.

 

Exile Pile

 

Your Exile Pile is where your Exiled Verses are placed face up. It holds Events that have finished resolving and Beings that have left the Storyline through Exile.

 

Out-Of-Game Zone

 

The Out-Of-Game Zone is where Removed Verses go, and where Tokens live before they are Created.

 

Verses in this zone are completely out of the Game and can't be used or affected unless a specific rule or Ability says otherwise.

 

Remove

 

Remove means to move a Verse completely Out-Of-Game. Removed Verses are not in Exile.

 

This is important because an Ability that refers to Exile does not refer to Removed Verses.

 

Tokens

 

Tokens are special Being copies that begin in the Out-Of-Game Zone. They are not part of your Deck, Hand, Faith Area, or Exile Pile unless an Ability specifically Creates them onto the Storyline.

 

When an Ability Creates a Token, that Token is treated as being Played as a Being Verse from the Out-Of-Game Zone without paying its Cost. This can trigger Abilities that care about Playing a Verse, and it can also trigger Abilities that care about a Being being Created.

 

A Token Created this way is not Played from your Hand, is not Drawn, and does not require you to pay its printed Cost.

 

Once a Token is on the Storyline, it is a Being like any other Being. However, if a Token ever leaves the Storyline for any reason, such as being Exiled, Removed, returned to Hand, or placed somewhere else, it leaves the Game and returns to the Out-Of-Game Zone instead.

 

Playing Types Of Verses

 

Now that you know where Verses go, let's define what it means to Play them.

 

Play

 

To Play a Verse means to use it from your Hand by paying its Cost and following what that Verse does.

 

You Play an Event by resolving its Ability and placing it in Exile.

 

You Play a Being Verse by Creating it onto your Storyline.

 

Event

 

An Event is a Verse you Play for a one-time effect. It resolves, does what it says, and then goes to Exile.

 

Create

 

To Create means to Play a Being Verse onto an open Slot on your Storyline.

 

When a Being Verse is Created, it becomes a Being on the Storyline.

 

Being

 

A Being is a Being Verse on the Storyline.

 

Beings stay on the Storyline, take actions, Challenge, Move, Block, take Damage, and remain there until they are Exiled, Removed, returned, or moved somewhere else.

 

A Verse is only a Being while it is on the Storyline. Everywhere else, it is a Verse.

 

Friendly

 

Friendly refers to you or something on your side of the Game.

 

A friendly Being is a Being you control on your Storyline. A friendly Verse is a Verse that belongs to your side of the Game.

 

Enemy

 

Enemy means an Opponent or a Being controlled by an Opponent.

 

If an Ability says "target enemy," it can target either an Opponent or an Enemy Being.

 

If an Ability only works on a Being, it will say "target enemy being."

 

Target

 

To Target means to choose something specific for an Ability or Challenge.

 

Some Targeting happens through card text. If an Ability says "target being," you choose a Being. If it says "target opponent," you choose an Opponent. If it says "target enemy," you choose either an Opponent or an Enemy Being.

 

Targeting can also happen through a Challenge. When one Being Challenges another Being, the Challenging Being is targeting that Being with the Challenge, even though the word "target" is not written in an Ability.

 

This matters for Darkness. A Being with Darkness cannot be Targeted by Abilities or Challenged by Enemy Beings before it Interacts.

 

Darkness does not stop non-targeting effects. For example, an Ability that says "Deal 1 damage to all enemy beings" can still affect a Being with Darkness because it does not choose that Being specifically.

 

Stats & Stat Changes

 

Once Beings are on the Storyline, numbers matter. These terms explain how Beings deal Damage, survive, and change over time.

 

Strength

 

Strength is how much Damage a Being deals when it Challenges.

 

If a Being Challenges an Enemy Being, it deals Damage to that Enemy Being equal to its Strength.

 

If a Being Challenges the Opponent directly, it deals Damage to that Opponent equal to its Strength.

 

When a Being deals Damage to an Opponent, that Being's controller Gains Bible Points equal to the Damage inflicted.

 

Hope

 

Hope is how much Damage a Being can take before it is Exiled.

 

A Being's Hope can be changed by Abilities, Damage, Restoration, and other effects.

 

Current Hope

 

Current Hope is the Hope a Being has after all active Abilities, stat changes, Damage, and Restoration are applied.

 

A Being is Exiled only if its current Hope is 0 or less after all relevant changes are applied.

 

Printed Hope

 

Printed Hope is the Hope number originally printed on the Verse.

 

Printed Hope is not always the same as current Hope, because Abilities, buffs, reductions, Damage, and Restoration can change how much Hope a Being currently has.

 

Damage

 

Damage can be applied to Beings or Players.

 

When a Being takes Damage, that Damage reduces its current Hope and stays on that Being over time. Damage does not automatically reset at the end of a Turn.

 

If a Being's current Hope becomes 0 or less, that Being is Exiled.

 

Damage dealt to a Being does not give Bible Points.

 

When a Player deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Point gain and point loss are different from Damage. If an Ability says "target opponent loses 3 points," that Opponent loses 3 Bible Points, but no Damage was dealt.

 

Direct Exile

 

Direct Exile ignores Hope.

 

If an Ability says "Exile target Being," that Being is Exiled no matter how much Hope it has.

 

Give

 

Give means to add Stats or Abilities to a Being.

 

For example, an Ability might say "Give target friendly being +2 strength" or "Give target friendly being Protect."

 

If no duration is given, the effect stays.

 

Have

 

Have is used for ongoing effects that apply while the condition is true.

 

For example, "Adjacent cattle have +1 hope" means those Adjacent cattle have that bonus as long as the effect applies.

 

Set

 

Set means to make a Stat become a specific value.

 

For example, "Set target Being's Hope to 1" means its Hope becomes 1, no matter what it was before.

 

Gain

 

Gain is usually used for Players receiving resources or Points.

 

For example, a Player can Gain Bible Points or Gain Faith.

 

Lose

 

Lose means a Player gives up something they already have, such as Bible Points.

 

For example, "Target opponent loses 3 points" means that Opponent's Bible Points are reduced by 3.

 

Restore

 

Restore means to replenish Hope by removing Damage from a Being.

 

For example, "Restore 2 hope to target Being" removes up to 2 Damage from that Being. If a Being has no Damage left, there is nothing more to Restore.

 

Movement & Combat

 

With Stats in place, the Storyline becomes more strategic. These terms explain how Beings Move, who they can Reach, how they Challenge, and what it means for them to be Ready.

 

Interaction

 

Interaction refers to what a Being can do on the Storyline. A Being Interacts when it Moves or Challenges.

 

Each Ready Being can either Move or Challenge once per Turn. It cannot do both in the same Turn.

 

Challenge

 

A Challenge is how a Being uses its Strength to deal Damage.

 

A Being can Challenge an Enemy Being it can Reach. When Beings Challenge each other, they deal Damage to each other equal to their Strength.

 

A Being can also Challenge the Opponent directly if it has enough Reach and is not Blocked. When it does, its controller Gains Bible Points equal to that Being's Strength.

 

When a Being Challenges another Being, it is targeting that Being with the Challenge. This matters for Darkness, because a Being with Darkness cannot be Challenged or Targeted before it Interacts.

 

Reach

 

Reach determines what a Being can Challenge from its Slot.

 

If a Being has 0 Reach, it cannot Challenge.

 

If a Being has 1 Reach, it can Challenge directly in front of itself.

 

Each additional Reach expands how far it can Challenge to the left and right of the center.

 

For example, a Being with 2 Reach can Challenge directly in front of itself and one Slot beside that center on each side, for a total of three front-facing Slots.

 

Move

 

To Move a Being, slide it horizontally to an open Slot on your Storyline.

 

Moving from one Slot to the next costs 1 Move. Moving through another friendly Being costs 1 additional Move.

 

A Being must have enough Move to reach the Slot you want to move it to.

 

Block

 

An Enemy Being blocks your Being when it is directly across from it on the Opponent's Storyline.

 

If your Being is Blocked, it cannot Challenge the Opponent directly. You must deal with the Blocker first, or Move your Being to a Slot where it is not Blocked.

 

Blocking does not stop your Being from Challenging Enemy Beings it can Reach.

 

Reset

 

To Reset a Being means to straighten it upright again so it can Interact.

 

At your Start Of Turn, you Reset your Beings that Interacted on your previous Turn.

 

Ready

 

A Ready Being is upright and able to Move or Challenge.

 

Created

 

A Being that was just Created normally cannot Move or Challenge yet. It will become Ready to Interact on your next Turn.

 

Other

 

Other means not itself.

 

For example, if a Being says "Give all other friendly beings +2 strength," that Being does not give the bonus to itself.

 

Drawing, Revealing & Moving Verses

 

Verses do not stay in one place forever. These terms explain how Verses move between your Deck, Hand, Storyline, Faith Area, Exile, and Out-Of-Game Zone.

 

Draw

 

To Draw means to take the top Verse from your Main Deck and put it into your Hand.

 

If you ever need to Draw a Verse and your Main Deck is empty, you lose the Game.

 

Reveal

 

Reveal means to show hidden information to all Players until the Ability that revealed it finishes resolving.

 

For example, if an Ability says "Target opponent reveals their hand. Exile a verse from it," that Opponent shows their Hand until the Ability finishes resolving. They do not reveal their Hand and then hide it before the next sentence happens.

 

Return

 

Return means to move a Verse back to the place the Ability specifies.

 

A Verse can be returned to a Hand, to a Deck, to a Faith Area, to its owner's Hand, or to another specified place.

 

Repeat

 

Repeat means to do the previous instruction again.

 

New Targets may be chosen each time unless the Ability says otherwise.

 

For example, "Deal 1 damage to target being. Repeat this seven times" means the original instruction happens once, then is repeated seven more times.

 

Place

 

Place means to put a Verse into the zone or position specified by the Ability.

 

For example, "Place a verse from your hand as faith" means you move a Verse from your Hand into your Faith Area as a faith verse.

 

If an Ability says "Place target enemy being as faith under its owner's control," that Being leaves the Storyline and becomes a faith verse in its owner's Faith Area.

 

Exile

 

To Exile means to move a Verse to Exile.

 

Events usually go to Exile after they resolve. Beings go to Exile when an effect Exiles them or when their current Hope becomes 0 or less.

 

Remove

 

To Remove means to move a Verse completely Out-Of-Game. Removed Verses are not in Exile.

 

Conclusion

 

Those are the Key Terms you'll see and hear over and over in Bible TCG.

 

Now that you know what these words mean, the next step is to understand what a Verse is communicating at a glance.

 

In the Card Anatomy chapter, we'll break down a Verse piece by piece so you can instantly understand what it does.

Chapter 5: Card Anatomy - Understand At A Glance

 

Introduction

 

Understanding each component of a card is what separates beginners from advanced Players.

 

In this chapter of the How To Play section, we're going to learn how to read a Verse, so you'll be able to pick up any one and understand what happens when you Play it.

 

Different Sections

 

Think of the Verse layout in four parts, from top to bottom: First the Top Bar, then the Artwork, then the Text Box, and lastly the Bottom Section. Every Verse in the game follows this same basic layout.

 

Top Bar

 

At the top of the Verse, you have three main things from left to right: First, the cost of the Verse, or how much Faith it costs to play it, then the Verse's name, and lastly the Age Symbol, with one of four colors indicating its Rarity, or how common or special it is.

 

Artwork

 

Then, under the Top Bar is the Artwork. The art doesn't change the rules, but it helps you recognize the Verse quickly and ties it to the Bible story it comes from.

 

Text Box

 

Then, below the Artwork is the Text Box. This is where you find the Verse's Ability with its Scripture. The Ability tells you what the Verse does when you Play it, or while it's on the Storyline.

 

Keywords

 

Some Verses have bold words in their Abilities. These are Keywords that point to specific mechanics used in the game. Each Keyword includes Reminder Text about what it does.

 

Being Stats

 

Beings have 5 extra Stats at the bottom of the box. The first stat shows Strength, which is how much Damage they deal. The second is their Hope, which is how much Damage they can take before they're Exiled. The third is their Reach, which is how far they can Challenge. The fourth is their Move, how far they can reposition themselves. And the last stat shows which type of Being they are, for example: King, Beast, Priest, Fowl, Woman, etc.

 

Bottom Section

 

Lastly, at the very bottom of the card, you have some additional information. From left to right, you have the Verse's Age, then the name of the Set, then a numerical position within the Set, then there are two letters representing the Card Rarity and the Art Variant, then the card illustrations' artist's name, and lastly, a Bible TCG copyright.

 

Conclusion

 

That's it for the cards themselves. Now that it's easier to understand any Verse at a glance, you need to understand where these Verses go when you Play them.

 

In the Board And Storyline chapter, we'll step back from the fine print and turn our attention to the table.

Chapter 6: Board And Storyline - Where Everything Goes

 

Introduction

 

If you want the Game to flow smoothly, you need to know where everything goes.

 

In this chapter of the How To Play section, we're going to look at the different areas of the Board so you can set up clearly, play confidently, and always know where each Verse belongs.

 

Main Deck

 

Start with your Main Deck.

 

Place your Main Deck face down in front of you on one side of the Board, usually near your dominant hand so it is easy to reach.

 

Your Main Deck is the stack of Verses you Draw from during the Game.

 

Whenever you Draw a Verse, take the top Verse of your Main Deck and put it into your Hand.

 

Side Deck

 

Your Side Deck stays off to the side during the Game.

 

You do not Draw from your Side Deck, Play Verses from it, or use it during a Game unless a specific Format says otherwise.

 

In Classic play, the Side Deck is used between Games in a Match when you Sideboard.

 

Keep your Side Deck clearly separate from your Main Deck, Exile Pile, Faith Area, and Out-Of-Game Zone so nothing gets mixed together.

 

Hand

 

Your Hand is hidden from your Opponent.

 

You can hold your Hand or place it face down on the table, as long as your Opponent cannot see the Verses in it.

 

As you Draw Verses, they go into your Hand.

 

Whenever an Ability says "from your hand," it is referring to the hidden Verses you are holding, not Verses already on the Storyline, in your Faith Area, or in another zone.

 

Storyline

 

The center of your Board is your Storyline.

 

Your Storyline is a row of five Slots where your Beings are Created.

 

These Slots are numbered from 1 to 5.

 

Each Slot can hold one Being at a time.

 

During the Game, you Create Beings onto your Storyline, Move them left and right, Challenge from their positions, and use them to Block your Opponent.

 

A card is only a Being while it is on the Storyline. Everywhere else, it is a Verse.

 

Slots

 

A Slot is one space on your Storyline.

 

Your Storyline has five Slots total.

 

Beings can only be Created into open Slots.

 

If all five Slots are full, you cannot Create another Being unless an Ability or rule makes space first.

 

Positioning matters because Reach, Move, Blocking, Protect, and Adjacent effects all depend on where your Beings are placed.

 

Faith Area

 

Below your Storyline is your Faith Area.

 

This is where you place Verses as Faith.

 

When you place a Verse from your Hand into your Faith Area, that Verse becomes a faith verse.

 

Faith is your resource for Playing Verses, and each faith verse keeps its Age.

 

Your Faith Area should be clearly separate from your Storyline. Beings go on the Storyline. Faith verses go in the Faith Area.

 

Most Players spread their Faith out in a row or slightly offset the cards so they can easily see how many faith verses they have and which Ages are available.

 

When you use a faith verse to pay a Cost, rotate it sideways to show that it has been used this Turn.

 

Exile Pile

 

Away from your Storyline and Faith Area, you should have your Exile Pile.

 

Events usually go to Exile after they resolve.

 

Beings also go to Exile when they are Exiled by Damage or by an Ability.

 

Your Exile Pile is face up, so both Players can see which Verses are there.

 

Verses in Exile are no longer active on the Storyline, but they are still part of the Game. Some Abilities can refer to Exile, return Verses from Exile, or Remove Verses from Exile.

 

Out-Of-Game Zone

 

Separate from your Exile Pile is your Out-Of-Game Zone.

 

This is where Removed Verses go.

 

Removed Verses are not in your Deck, not in your Hand, not on the Storyline, not in your Faith Area, and not in Exile. They are completely Out-Of-Game.

 

This matters because an Ability that refers to Exile does not refer to Removed Verses.

 

Tokens also begin in the Out-Of-Game Zone before they are Created.

 

Tokens

 

Tokens are special Being copies that come from outside your Deck.

 

When an Ability tells you to Create a Token, take the specified Token from the Out-Of-Game Zone and Create it on an open Slot on your Storyline.

 

Once a Token is on the Storyline, it is a Being.

 

Whenever a Token leaves the Storyline, such as by being Exiled, Removed, returned to Hand, or placed somewhere else, it leaves the Game and returns to the Out-Of-Game Zone.

 

Tokens are not shuffled into your Deck and do not stay in your Hand, Faith Area, or Exile Pile.

 

Bible Points

 

Each Player needs a way to track Bible Points.

 

You can use dice, counters, a score tracker, or any other clear method.

 

Place your Bible Points somewhere both Players can easily see them.

 

The first Player to reach 20 Bible Points wins the Game.

 

Opponent's Board

 

Your Opponent has the same layout mirrored across from you.

 

They have their own Main Deck, Hand, Storyline, Faith Area, Exile Pile, Out-Of-Game Zone, Tokens, Side Deck, and Bible Points.

 

Each Player manages their own zones.

 

This makes it easy to see what belongs to you, what belongs to your Opponent, and what is happening on each side of the Storyline.

 

Keeping The Board Clear

 

The most important thing is clarity.

 

Your Storyline should be easy to read.

 

Your Faith Area should be clearly separate from your Beings.

 

Your Exile Pile should not be confused with Removed Verses.

 

Your Main Deck and Side Deck should not be mixed.

 

Your Tokens should stay separate until an Ability Creates them.

 

If both Players can easily see the Storyline, Faith, Exile, and Bible Points, the Game will flow much more smoothly.

 

Conclusion

 

That's how the Board is organized in Bible TCG.

 

You now know where your Main Deck, Side Deck, Hand, Storyline, Faith Area, Exile Pile, Out-Of-Game Zone, Tokens, and Bible Points belong.

 

Once the Board is clear, the next step is learning how to start the Game properly.

 

In the Pre-Game Setup chapter, we'll walk through everything that happens before the first Turn begins.

Chapter 7: Pre-Game Setup - Prepare Before Playing

 

Introduction

 

Every Game of Bible TCG should begin in a fair, random, and organized way.

 

In this chapter of the How To Play section, we're going to walk through everything that happens before the first Turn begins.

 

Deck

 

In Bible TCG, each Player brings an 80-Verse Deck to a Match.

 

That Deck is made of a 66-Verse Main Deck and a 14-Verse Side Deck.

 

Your Main Deck is the Deck you shuffle, Draw from, and use during the Game.

 

Your Side Deck stays off to the side and is only used between Games in a Match. You never Draw from your Side Deck during a Game.

 

Match

 

When you're playing a Match, it means you're playing a best-of-three Games.

 

That means you play multiple Games with the same Decks, and the first Player to win two Games wins the Match.

 

Each new Game is a fresh start. Both Players reset, shuffle their Main Decks, Draw new starting Hands, and begin again.

 

Setting Up

 

First, both Players make sure their Main Decks have exactly 66 Verses.

 

Then each Player thoroughly shuffles their own Main Deck.

 

After shuffling, offer your Main Deck to your Opponent so they can cut it. Your Opponent should do the same with theirs.

 

Do not reveal any Verses while your Deck is being cut. This keeps the Game fair and random.

 

Decide Who Goes First

 

Next, decide who goes first.

 

Usually, both Players roll a die. This is called a high roll. Whoever rolls highest chooses whether to go first or second. If both Players roll the same number, roll again until there is a winner. 

 

The Player who takes the first Turn is the First Player. The other Player is the Second Player.

 

Once Turn order is decided, both Players Draw seven Verses from the top of their Main Decks to form their starting Hands.

 

The First Player gets the first Turn of the Game, but skips their first Draw Step.

 

Mulligan

 

After Drawing your starting Hand, you may decide to take a Mulligan.

 

A Mulligan lets you shuffle your entire Hand back into your Main Deck and Draw a new Hand with one fewer Verse.

 

You might want to Mulligan if your starting Hand is unplayable, too slow, too expensive, or does not have the right mix of Verses for your strategy.

 

Mulligan Order

 

The First Player decides whether to keep their Hand or take a Mulligan first.

 

Then the Second Player decides whether to keep their Hand or take a Mulligan.

 

If either Player takes a Mulligan, they shuffle their Hand back into their Main Deck and Draw a new Hand with one fewer Verse.

 

After that, both Players check again, starting with the First Player.

 

This continues until both Players choose to keep their starting Hands.

 

How Mulligans Work

 

Your first starting Hand has seven Verses.

 

If you take a Mulligan, you shuffle those seven Verses back into your Main Deck and Draw six Verses.

 

If you take another Mulligan, you shuffle again and Draw five Verses.

 

You can keep taking Mulligans, each time Drawing one fewer Verse, until you decide to keep your Hand.

 

Every Mulligan gives you another chance at a better Hand, but it also gives you fewer Verses to start the Game with.

 

Finish Setting Up

 

Once both Players have kept their starting Hands, the Game is ready to begin.

 

At this point, both Main Decks are shuffled, both Players have their starting Hands, Turn order is decided, and the First Player knows to skip their first Draw Step.

 

The First Player now begins the first Turn of the Game.

 

Sideboarding

 

Between Games in a Match, your Side Deck becomes important.

 

After a Game ends, but before the next Game begins, both Players may Sideboard.

 

Sideboarding means swapping Verses between your Main Deck and Side Deck to adjust your strategy for the next Game.

 

How To Sideboard

 

For every Verse you bring in from your Side Deck, you must move one Verse from your Main Deck into your Side Deck.

 

This keeps your Main Deck at exactly 66 Verses and your Side Deck at exactly 14 Verses.

 

Sideboarding lets you adjust based on what you saw in the previous Game. You might add more defense, more removal, faster Verses, or specific answers to your Opponent's strategy.

 

Setting Up The Next Game

 

Once both Players are done Sideboarding, set up the next Game the same way as before.

 

Both Players shuffle their Main Decks and offer them to be cut.

 

For Game 2, the Player who lost Game 1 chooses who goes first.

 

If the Match goes to Game 3, the Player who lost Game 2 chooses who goes first.

 

After Turn order is decided, both Players Draw seven Verses and decide whether to Mulligan.

 

Conclusion

 

That's everything you need to know to set up a Game of Bible TCG.

 

You now know how your Main Deck and Side Deck work, how to decide who goes first, how to Draw your starting Hand, how to take Mulligans, and how Sideboarding works between Games.

 

In the Your Turn chapter, we'll walk through the structure of a Turn, so you always know what to do and what comes next.

Chapter 8: Your Turn - What To Do Step-by-Step

 

Introduction

 

If you don't know what happens on your Turn, you're going to feel lost very quickly.

 

In this chapter of the How To Play section, we'll break your Turn into clear steps so you always know what happens next.

 

Once you understand the structure of a Turn, you can stop worrying about the order of play and start focusing on making better decisions.

 

Overview

 

Every Turn follows the same basic rhythm.

 

You can think of your Turn in five main parts:

 

Start Of Turn, Draw Step, Faith Step, Play Step, and End Of Turn.

 

Each part has a purpose. Some parts refresh your resources, some give you new Verses, and some let you make the big decisions that move the Game forward.

 

Start Of Turn

 

Your Start Of Turn is when your side of the Board gets ready again.

 

First, your used Faith becomes available. Any faith verses you used on your last Turn are turned upright again so you can use them this Turn.

 

Your Beings also Reset. Any Beings that Moved or Challenged on your last Turn are turned upright again and become Ready to Interact.

 

If any Ability says "At your Start Of Turn," this is when it happens.

 

Draw Step

 

After your Start Of Turn, you move into your Draw Step.

 

During your Draw Step, you Draw one Verse from the top of your Main Deck and put it into your Hand.

 

That steady Draw gives you more options as the Game continues.

 

Remember the exception: on the very first Turn of the Game, the First Player skips their first Draw Step.

 

Also remember, if you ever need to Draw a Verse and your Main Deck is empty, you lose the Game.

 

Faith Step

 

After your Draw Step, you move into your Faith Step.

 

Faith is the resource you use to Play Verses.

 

On your Turn, you may place one Verse from your Hand into your Faith Area. That Verse becomes a faith verse and stays in your Faith Area as one of your resources.

 

You do not have to place a Verse as Faith every Turn. Sometimes you may want to keep the Verse in your Hand instead.

 

Your Faith matters in two ways.

 

First, the total amount of available Faith you have determines how much you can spend.

 

Second, the Ages of your available Faith determine which Ages you can Play.

 

To Play a Verse that costs 1 or more Faith, at least one of the faith verses you use must be from that Verse's Age.

 

For example, to Play a Gospel Age Verse that costs 1 or more Faith, at least one of the faith verses you use to pay its Cost must be a Gospel Age faith verse.

 

Once you use a faith verse, rotate it to show that it has been used this Turn.

 

Even 0-Cost Verses need at least one available faith verse from the same Age. However, Playing a 0-Cost Verse does not use that Faith.

 

Play Step

 

The Play Step is the heart of your Turn.

 

This is where most of your decisions happen. During your Play Step, you can Play Verses, Create Beings, Move Beings, Challenge Enemy Beings, and Challenge your Opponent directly.

 

To Play an Event Verse, pay its Cost, do what the Ability says, and then place it in Exile.

 

To Play a Being Verse, pay its Cost and Create it onto an open Slot on your Storyline. Once it is on the Storyline, it is a Being.

 

Your Storyline has five Slots, and each Slot can hold one Being at a time.

 

A Being that was just Created normally cannot Move or Challenge until your next Turn, unless an Ability such as Zeal says otherwise.

 

Using Beings

 

During your Play Step, you can also use the Beings already on your Storyline.

 

Each Ready Being can either Move or Challenge once per Turn. It cannot do both in the same Turn.

 

When a Being Moves or Challenges, rotate it to show that it has Interacted.

 

A Being can Move to reposition itself on your Storyline.

 

A Being can Challenge an Enemy Being it can Reach.

 

A Being can also Challenge your Opponent directly if it has enough Reach and is not Blocked. When your Being Challenges your Opponent directly, you Gain Bible Points based on that Being's Strength.

 

Choosing The Order

 

During your Play Step, you choose the order of your actions.

 

You might Create a Being first, then Play an Event. You might Challenge first, then Play more Verses. You might Move one Being, Challenge with another, and then use your remaining Faith.

 

As long as you follow the rules for each action, you can decide the order that gives you the best advantage.

 

End Of Turn

 

When you are done making plays, you move to your End Of Turn.

 

If any Ability says "At your End Of Turn," this is when it happens.

 

Then, if you have more than seven Verses in Hand, choose Verses from your Hand and Exile them until you have seven.

 

After that, your Turn ends and your Opponent begins their Turn.

 

Turns continue back and forth until a Player wins, either by reaching 20 Bible Points or because their Opponent needs to Draw from an empty Main Deck.

 

Conclusion

 

That's the structure of a Turn in Bible TCG.

 

You now know what happens during the Start Of Turn, Draw Step, Faith Step, Play Step, and End Of Turn.

 

The next step is to master your resources.

 

In the Faith Step chapter, we'll take a closer look at how to build your Faith, how to use it wisely, and how those decisions shape the entire Game.

Chapter 9: Faith Step - How To Manage Resources

 

Introduction

 

Mismanaging your Faith can cost you the Game.

 

In this chapter of the How To Play section, we're going to learn how Faith works, how to build your Faith Area, and how to use your resources wisely.

 

Faith is what lets you Play Verses. The better you manage it, the more consistently your Deck can do what it was built to do.

 

What Faith Is

 

Faith is your resource for Playing Verses.

 

Each Turn, you may place one Verse from your Hand into your Faith Area. That Verse becomes a faith verse and stays there as one of your resources for the rest of the Game, unless another Ability moves it.

 

Once a Verse becomes a faith verse, you usually cannot Play it from your Hand anymore. You gave up that Verse as a card you could play so it could become part of your resource system instead.

 

Placing Faith

 

You do not have to place a Verse as Faith every Turn.

 

Early in the Game, you usually want to place Faith so you can build toward stronger plays. Later in the Game, you may decide to stop placing Faith because you would rather keep the Verses in your Hand.

 

The Faith Step is where you first think about this decision, but you may place your one Verse as Faith at any time during your Turn.

 

This matters because sometimes you may want to wait, see what you Draw, Play another Verse first, or decide which Age you need before choosing what becomes Faith.

 

Faith Cost

 

Whenever you want to Play a Verse, you must pay its Cost with available Faith.

 

The Cost of a Verse tells you how many faith verses you must use to Play it.

 

For example, if a Verse costs 3 Faith, you need to use three available faith verses to Play it.

 

When you use a faith verse, rotate it sideways to show that it has been used this Turn.

 

Used faith verses stay in your Faith Area. They are not discarded, Exiled, or Removed. They simply cannot be used again until they become available.

 

Available Faith

 

Available Faith means faith verses in your Faith Area that have not been used yet this Turn.

 

When a faith verse is available, you can use it to help pay the Cost of a Verse.

 

When a faith verse is used, it stays used until your next Start Of Turn.

 

At your Start Of Turn, all your used faith verses Reset and become available again.

 

Age Requirement

 

Faith is not only about how much you have. It is also about which Ages you have.

 

When you place a Verse as Faith, it keeps its Age.

 

To Play a Verse that costs 1 or more Faith, at least one of the faith verses you use must be from that Verse's Age.

 

For example, to Play a Gospel Age Verse that costs 1 or more Faith, at least one of the faith verses you use to pay its Cost must be a Gospel Age faith verse.

 

To Play a Stars Age Verse that costs 1 or more Faith, at least one of the faith verses you use to pay its Cost must be a Stars Age faith verse.

 

This means your Faith Area controls both how much you can Play and which Ages you can Play from.

 

Choosing Which Faith To Use

 

When you Play a Verse, you choose which available faith verses you are using to pay its Cost.

 

This choice matters.

 

If you use your only Gospel Age faith verse to Play one Verse, you may not be able to Play another Gospel Age Verse later that Turn.

 

If you are playing multiple Ages in the same Turn, you need to plan carefully so you do not use the wrong faith verse too early.

 

0-Cost Verses

 

0-Cost Verses still follow the Age requirement.

 

To Play a 0-Cost Verse, you still need at least one available faith verse from the same Age as that Verse.

 

However, because the Verse costs 0 Faith, you do not use or rotate that faith verse when you Play it.

 

For example, if you want to Play a 0-Cost Gospel Age Verse, you need at least one available Gospel Age faith verse. But after you Play the 0-Cost Verse, that Gospel Age faith verse remains available.

 

If you have no available faith verse from that Verse's Age, you cannot Play it, even if it costs 0.

 

Faith Resets

 

Faith does not disappear when you use it.

 

When you spend Faith to Play a Verse, those faith verses are only used for that Turn. At your next Start Of Turn, all your used faith verses Reset and become available again.

 

This is what makes Faith grow over time.

 

As the Game continues, your Faith Area usually gets larger, giving you access to stronger Verses and more options in a single Turn.

 

Faith Decisions

 

Every time you place a Verse as Faith, you are making two decisions at once.

 

First, you are choosing which Age you are adding to your Faith Area.

 

Second, you are choosing which Verse you are giving up as something you could have Played later.

 

That decision is one of the most important parts of Bible TCG.

 

Sometimes you will place a powerful Verse as Faith because you need its Age. Sometimes you will keep a weaker Verse in Hand because it fits your current strategy. Sometimes you will stop placing Faith because your Hand matters more than gaining another resource.

 

Faith And Strategy

 

Over time, your Faith Area becomes a picture of your strategy.

 

It shows which Ages you are committed to, how much total Faith you can spend, and what kinds of Verses your Deck is trying to Play.

 

A Deck with too many Ages may struggle to find the right Faith.

 

A Deck with too few low-cost Verses may fall behind before it has enough Faith to play its powerful cards.

 

A strong Deck balances its Ages, Costs, and Faith decisions so it can make good plays at every stage of the Game.

 

Conclusion

 

That's the core of managing your Faith.

 

You now know how to place faith verses, how to use Faith to pay Costs, how Age requirements work, how 0-Cost Verses work, and why every Faith decision matters.

 

Now that you understand your resources, the next step is to see what those resources turn into on the Storyline.

 

In the Interactions chapter, we'll turn your Faith into Board presence and learn how Beings Move, Challenge, Reach, and Block.

Chapter 10: Interactions - Challenge, Reach, Move, Block

 

Introduction

 

In Bible TCG, your Beings do more than sit on the Storyline.

 

They Move, Challenge, Block, deal Damage, protect your side, and help you Gain Bible Points.

 

In this chapter of the How To Play section, we'll break down Interaction, Challenge, Reach, Move, Rotation, and Blocking so you can use your Beings at their full potential.

 

Overview

 

Interaction is the term that describes what a Being can do on the Storyline.

 

A Being Interacts when it Moves or Challenges.

 

On your Turn, each Ready Being can either Move or Challenge once. It cannot do both in the same Turn.

 

A Being that was just Created normally cannot Move or Challenge until your next Turn, unless an Ability such as Zeal says otherwise.

 

Once a Being has Moved or Challenged, rotate it to show that it has Interacted.

 

Challenge

 

A Challenge is when a Being uses its Strength.

 

A Being can Challenge an Enemy Being it can Reach, unless another rule or Ability prevents that Challenge.

 

When a Being Challenges another Being, it is targeting that Being with the Challenge.

 

When Beings Challenge each other, they both deal Damage equal to their Strength.

 

Damage stays on a Being over time. If a Being has Damage equal to or greater than its current Hope, that Being is Exiled and leaves the Storyline.

 

A Being can also Challenge the Opponent directly if it has enough Reach and is not Blocked. When your Being Challenges the Opponent directly, you Gain Bible Points based on that Being's Strength.

 

Some Abilities can stop a Being from being Challenged. For example, Darkness prevents a Being from being Challenged before it Interacts.

 

Reach

 

Reach determines what a Being can Challenge from its Slot.

 

If a Being has 0 Reach, it cannot Challenge.

 

If a Being has 1 Reach, it can Challenge directly in front of itself.

 

Each additional Reach expands how far it can Challenge to the left and right of the center.

 

For example, a Being with 2 Reach can Challenge directly in front of itself and one Slot beside that center on each side, for a total of three front-facing Slots.

 

This means positioning matters. Moving a Being toward the center gives it more options, but it can also place that Being where more Enemy Beings can Reach it.

 

Move

 

Your Storyline is made up of five Slots in a row.

 

A Being can Move once per Turn instead of Challenging.

 

To Move a Being, slide it horizontally to an empty Slot on your Storyline.

 

Moving from one Slot to the next costs 1 Move. Moving through another friendly Being costs 1 additional Move.

 

A Being must have enough Move to reach the Slot you want to move it to.

 

Movement lets you line up better Challenges, protect important Beings, move away from danger, or create openings to Challenge the Opponent directly.

 

Rotation

 

When a Being Moves or Challenges, rotate it in any direction to show that it has Interacted.

 

A rotated Being is no longer Ready to Interact that Turn.

 

At your next Start Of Turn, Reset your Beings by turning them upright again. Once they are upright, they are Ready to Move or Challenge again.

 

Blocking

 

A Block happens when an Enemy Being is directly across from your Being on the Opponent's Storyline.

 

If your Being is Blocked, it cannot Challenge the Opponent directly from that Slot.

 

To Challenge the Opponent directly, you must either deal with the Blocker first or Move your Being to a Slot where it is no longer Blocked.

 

Blocking does not stop your Being from Challenging Enemy Beings it can Reach.

 

Conclusion

 

That's how Interaction works in Bible TCG.

 

You now know how Beings Move, Challenge, Reach, rotate, Reset, and Block.

 

Once you understand these basic actions, the Storyline becomes much more strategic. You are not just placing Beings on the Board; you are positioning them, protecting them, opening lanes, and choosing the right moment to pressure your Opponent.

 

In the Mechanics chapter, we'll add another layer of strategy by looking at Keywords and the special Abilities they bring to the Game.

Chapter 11: Mechanics - Keywords And Their Abilities

 

Introduction

 

If you want to become good at Bible TCG, you need to understand what each Keyword does in a Game.

 

In this chapter of the How To Play section, we'll walk through the core Keywords one by one, so you can recognize them quickly and understand what kind of effect to expect when you see them on a Verse.

 

Reminder Text

 

You don't have to memorize every Keyword right away.

 

Most Keywords come with Reminder Text, which is a short explanation written beside the Keyword to remind you what it does.

 

For example, a Verse might say:

 

Zeal. (Can challenge immediately.)

 

The word Zeal is the Keyword. The words in parentheses are the Reminder Text.

 

Reminder Text is there to help you learn the Game faster, but the full rules for each Keyword are explained in this chapter.

 

Prophecy

 

Prophecy triggers when a Being is Created.

 

When a Being with Prophecy enters the Storyline, its Prophecy Ability happens immediately.

 

You do not need to wait until the Being can Move or Challenge. Prophecy happens when the Being is Created.

 

If a Prophecy Ability has multiple sentences after the colon, all of those sentences are part of the Prophecy Ability unless a new Ability begins.

 

For example:

 

Prophecy: Exile all verses from your hand. Exile all other beings. (Triggers when created.)

 

Both sentences are part of the Prophecy Ability.

 

Strategic Use In Gameplay

 

Prophecy gives immediate value.

 

A Being with Prophecy can affect the Game as soon as it enters the Storyline, even if it is removed later.

 

Prophecy is strong because it combines a Being on the Storyline with an immediate effect.

 

Synergies And Plays

 

Levi, Competitive Tribe: Prophecy can remove a specific defensive threat.

 

Judging Crow: Prophecy Damage can shift the Storyline immediately.

 

Deceiver, False Prophet: A major Prophecy effect can swing the entire Game as soon as the Being is Created.

 

Frequently Asked Questions

 

Q: When does Prophecy trigger?

A: Immediately when the Being is Created.

 

Q: Does Prophecy happen if the Being is Exiled later?

A: Yes. As long as the Being was Created, its Prophecy Ability happens.

 

Q: Can Prophecy include more than one sentence?

A: Yes. If the sentences are after the Prophecy colon, they are part of the Prophecy Ability unless a new Ability begins.

 

Discern

 

Discern means you choose between different outcomes.

 

When you see Discern, the Verse is giving you options, and you choose the one that fits the moment.

 

Only one of the listed outcomes happens. You do not get everything at once.

 

For example:

 

Discern: Deal 2 damage to target enemy being; or Humble it. (Chooses between outcomes. Cancels abilities.)

 

In this example, you either deal 2 damage or Humble the Being. You do not do both.

 

If a Being Verse has Discern, choose and resolve one outcome when that Being is Created. 

 

Strategic Use In Gameplay

 

Discern is powerful because it gives you flexibility.

 

Sometimes you need removal. Sometimes you need restoration. Sometimes you need to pressure the Opponent. Discern lets one Verse answer different situations, which makes it useful in many kinds of Decks.

 

Good Players use Discern by reading the current Game state and choosing the option that creates the most value.

 

Synergies And Plays

 

Rejected Horseman: Choose the option that best answers the Opponent's board.

 

Behold The Nail: Use the damage option to pressure the Enemy, or the restoration option to save one of your own Beings.

 

First Shall Be Last: Choose between removal and recovery depending on whether you need to stop an Enemy Being or protect your own strategy.

 

Frequently Asked Questions

 

Q: When do I choose the Discern outcome?

A: If the Discern Ability is on an Event, choose the outcome when you Play that Event. If the Discern Ability is on a Being, choose the outcome when that Being is Created.

 

Q: Do both Discern outcomes happen?

A: No. You choose one outcome.

 

Q: Can a Discern option refer to something chosen in the other option?

A: Yes, if the wording clearly connects them. For example, "it" can refer back to the same target when the meaning is clear.

 

Eternal

 

Eternal means a Being can't take Damage.

 

Damage from Challenges and Damage-based Abilities does not reduce that Being's Hope.

 

A Being with Eternal can still be Exiled, Removed, Humbled, returned to Hand, or affected by non-Damage effects. Eternal only stops Damage.

 

Strategic Use In Gameplay

 

Eternal can turn a Being into a strong defensive wall or an unstoppable offensive threat.

 

Because Damage does not work against it, your Opponent usually needs another kind of answer, such as Exile, Humble, Remove, or Return.

 

Eternal is especially strong on Beings that can Challenge multiple times, protect others, or generate repeated value.

 

Synergies And Plays

 

Boarding The Ark: Use Eternal to survive Damage-based board wipes.

 

Daily Communion: Give your Beings temporary protection from Damage for an important Turn.

 

Jesus, Prince Of Peace: Abundance and Anointing make him powerful in combat, and he has Eternal during your Turn, making him very hard to damage while attacking.

 

Frequently Asked Questions

 

Q: Can an Eternal Being still be Exiled?

A: Yes. Eternal only prevents Damage.

 

Q: Does Eternal stop Damage from Events?

A: Yes. Eternal prevents Damage from Challenges and Events.

 

Q: What happens if Damage is dealt to an Eternal Being?

A: The Damage is ignored.

 

Protect

 

Protect blocks Challenges to Adjacent Beings.

 

A Being with Protect protects the Beings directly beside it on the Storyline.

 

If a Being is Adjacent to a Being with Protect, your Opponent cannot Challenge that Adjacent Being directly. They must deal with the Protect Being first, Move around it, or use another kind of effect.

 

Protect does not stop Events or other Abilities from affecting those Adjacent Beings unless the Ability says otherwise.

 

Strategic Use In Gameplay

 

Protect is one of the most important positioning Keywords in Bible TCG.

 

It lets you guard fragile Beings, protect combo pieces, defend key threats, and force your Opponent into less efficient Challenges.

 

Protect becomes even stronger when placed between two valuable Beings, because it can protect both Adjacent Slots at the same time.

 

Synergies And Plays

 

Guard The Woman: Use Protect to make the Opponent work harder to reach your important Beings.

 

Thirsty Camel: A mid-cost Protect Being can slow early aggression and help stabilize the Storyline.

 

Sacrificial Bullock: High Stats and Protect make it a strong defensive piece that forces the Opponent to respond.

 

Frequently Asked Questions

 

Q: What does "Blocks challenges to adjacent beings" mean?

A: It means Enemy Beings cannot Challenge the Beings directly beside the Being with Protect.

 

Q: Can Events still affect a protected Being?

A: Yes. Protect only blocks Challenges, not Events or other Abilities.

 

Q: Does Protect protect itself?

A: No. Protect protects Adjacent Beings, not itself.

 

Zeal

 

Zeal means a Being can Challenge immediately.

 

Normally, a Being that was just Created cannot Move or Challenge until your next Turn.

 

Zeal skips that waiting period for Challenges. A Being with Zeal can Challenge on the same Turn it is Created.

 

Zeal does not automatically let a Being Move immediately unless another Ability says so.

 

Strategic Use In Gameplay

 

Zeal is one of the strongest aggressive Keywords.

 

It gives you immediate pressure, lets you remove a threat right away, or helps you Gain Points before the Opponent has time to respond.

 

Zeal is especially strong with buffs, Abundance, or Abilities that trigger when a Being Challenges.

 

Synergies And Plays

 

Grievous Locust: Zeal lets it Challenge immediately and create instant pressure.

 

Elisha, Double Portion: Zeal and multiple Challenges can create a sudden tempo swing.

 

Timothy, Greek Jew: A strong mid-cost Zeal Being can be used as surprise pressure or immediate removal.

 

Frequently Asked Questions

 

Q: Can a Zeal Being Challenge the Turn it is Created?

A: Yes. That is what Zeal does.

 

Q: Can a Zeal Being Move the Turn it is Created?

A: Not because of Zeal alone. Zeal lets it Challenge immediately.

 

Q: Does Zeal work with Abundance?

A: Yes. A Being with Zeal and Abundance can Challenge immediately and can Challenge twice that Turn.

 

Abundance

 

Abundance means a Being can Challenge twice per Turn.

 

Normally, a Ready Being can Challenge once during your Turn.

 

A Being with Abundance can Challenge twice instead, as long as it is still on the Storyline and nothing else prevents it from Challenging.

 

Abundance does not give extra Movement. It only gives an extra Challenge.

 

Strategic Use In Gameplay

 

Abundance doubles the pressure a Being can apply.

 

It can clear two Enemy Beings, Challenge once to remove a Blocker and then Challenge again, or push a large amount of Bible Points if the lane is open.

 

Abundance is strongest on Beings with high Strength, Zeal, protection, or effects that trigger when they Challenge.

 

Synergies And Plays

 

Strong Ox: Challenge twice to clear Beings or pressure the Opponent.

 

Elijah's Mantle: Giving a Being more Strength and Abundance can create a massive offensive Turn.

 

John, Water Baptism: Abundance on a strong body can dominate the Storyline if left unanswered.

 

Frequently Asked Questions

 

Q: Can I Challenge the same Being twice with Abundance?

A: Yes, if that Being is still on the Storyline and can still be Challenged.

 

Q: Do both Challenges have to happen back to back?

A: No. You choose when to use each Challenge during your Play Step.

 

Q: What happens if an Abundance Being is Exiled before its second Challenge?

A: It cannot use the second Challenge because it is no longer on the Storyline.

 

Anointing

 

Anointing ignores the first Damage a Being would take.

 

The first time a Being with Anointing would take Damage, that Damage is ignored.

 

After Anointing has ignored Damage once, later Damage affects that Being normally unless it gains Anointing again.

 

Anointing only stops Damage. It does not stop Exile, Remove, Humble, Return, or other non-Damage effects.

 

Strategic Use In Gameplay

 

Anointing helps a Being survive its first hit.

 

It is especially useful on important Beings that need to stay on the Storyline, aggressive Beings that want to Challenge safely, or defensive Beings that need to absorb pressure.

 

Anointing can change combat math because the Opponent may need to spend extra resources to deal with the same Being.

 

Synergies And Plays

 

Aaron, Voice Of Liberty: Anointing helps a high-impact Being survive a major hit.

 

Oil Anointing: Give Anointing at the right time to protect a key Being.

 

Divine Dove: Anointing on an early Being can make early trades safer.

 

Frequently Asked Questions

 

Q: Does Anointing stop the first Damage every Turn?

A: No. It stops the first Damage once, unless Anointing is gained again.

 

Q: Can Anointing stack?

A: No. A Being either has Anointing or does not.

 

Q: Does Anointing protect against Exile or Humble?

A: No. Anointing only protects against Damage.

 

Darkness

 

Darkness means a Being can't be Challenged or Targeted before Interacting.

 

A Being with Darkness cannot be Challenged by an Enemy Being, and it cannot be chosen by an Opponent's Ability that says "target."

 

Once that Being Interacts by Moving or Challenging, Darkness stops protecting it. From that point on, it can be Challenged and Targeted normally.

 

Darkness does not stop non-targeting effects. For example, an Ability that says "Deal 1 damage to all enemy beings" can still affect a Being with Darkness because it does not choose that Being specifically.

 

Normally, any Enemy Being directly across from your Being Blocks it. However, a Being protected by Darkness does not Block until it Interacts.

 

Strategic Use In Gameplay

 

Darkness secures the Being before it acts.

 

This makes Darkness useful for setting up important Beings, hiding future threats, and forcing your Opponent to use non-targeting effects or wait until the Being Interacts.

 

A Being protected by Darkness does not Block. This creates an important tradeoff: it remains protected from Challenges and Targeted Abilities, but leaves open to being Challenged by Enemy Beings.

 

Synergies And Plays

 

Deadly Scorpion: Darkness lets it stay protected until it is ready to strike.

 

Balaam, Hired Seer: Darkness safeguards a valued Being before it starts affecting the Game.

 

Euphrates Angel: A large Darkness Being can sit on the Storyline as a protected future threat.

 

Frequently Asked Questions

 

Q: Can a Being with Darkness be Challenged?

A: Not before it Interacts. Once it Moves or Challenges, it can be Challenged normally.

 

Q: Can a Being with Darkness be Targeted by an Ability?

A: Not before it Interacts. Once it Moves or Challenges, it can be Targeted normally.

 

Q: Can a Being with Darkness be affected by an Ability that hits all Beings?

A: Yes. Darkness does not stop non-targeting effects.

 

Q: Does a Being with Darkness still Block?

A: No. Unlike normal beings, it occupies its Slot but doesn't Block front-facing Beings from Challenging their opponent directly.

 

Unclean

 

Unclean Exiles Beings damaged by it.

 

If a Being with Unclean deals Damage to another Being, the damaged Being is Exiled after the Damage is dealt.

 

This can Exile a Being even if that Being still has Hope remaining.

 

Unclean works with Challenge Damage and with non-Challenge Damage caused by that Being.

 

Strategic Use In Gameplay

 

Unclean turns Damage into removal.

 

This lets small Beings threaten much larger Beings, and it makes any Damage from that Being dangerous.

 

Unclean is strong against high-Hope Beings because it can bypass their ability to survive normal Damage.

 

Synergies And Plays

 

Declared Unclean: Give Unclean at the right moment to turn Damage into Exile.

 

Falling Frog: Zeal and Unclean create immediate removal pressure.

 

Gog Of Magog: Spreading Unclean can turn small Damage effects into major Storyline control.

 

Frequently Asked Questions

 

Q: Does Unclean Exile any Being it damages?

A: Yes. If a Being with Unclean damages another Being, that damaged Being is Exiled after Damage is dealt.

 

Q: Does Unclean stop Resurrect?

A: No. If the damaged Being has Resurrect, being Exiled can still trigger Resurrect.

 

Q: Does Unclean work with Event Damage?

A: Only if the Damage is being dealt by the Being with Unclean. Unclean applies to Damage from that Being.

 

Patience

 

Patience activates while damaged.

 

A Being with Patience gains or uses its Patience Ability while it has Damage on it.

 

For example:

 

Patience: +3 strength. (Activates while damaged.)

 

This means the Being has +3 strength while it is damaged.

 

If that Being is fully restored and no longer has Damage, Patience turns off.

 

When a Being takes Damage, apply effects that activate from being damaged before checking whether the Being is Exiled. If the Being's current Hope is still 0 or less after all relevant effects are applied, it is Exiled.

 

Strategic Use In Gameplay

 

Patience rewards Beings that survive Damage.

 

It can turn a damaged Being into a stronger threat, a better defender, or a more dangerous piece on the Storyline.

 

Patience works best on Beings with enough Hope to take Damage and remain on the Storyline.

 

Synergies And Plays

 

Rambunctious Ram: Patience can turn early Damage into extra pressure.

 

Peter, Jewish Apostle: Patience combined with other buffs can create a powerful long-term threat.

 

Paul, Truth Of Grace: A high-value Being with Patience can become difficult to remove cleanly.

 

Frequently Asked Questions

 

Q: When is Patience active?

A: Patience is active while the Being is damaged.

 

Q: Does Patience stay active after the Being is fully restored?

A: No. Once the Being has no Damage, Patience turns off.

 

Q: Can Patience help a Being survive Damage?

A: Yes, if the Patience Ability increases its current Hope or otherwise changes the result before the exile check.

 

Humble

 

Humble cancels a Being's Abilities.

 

A Humbled Being loses the Abilities in its Text Box and any Abilities or Stat changes granted to it by other effects.

 

A Humbled Being keeps its basic identity and printed information, such as its Age, Type, Strength, Hope, Reach, and Move, unless another effect changes those separately.

 

Humble does not remove the Being from the Storyline. It leaves the Being there, but without its special power.

 

Strategic Use In Gameplay

 

Humble is a powerful answer to dangerous Beings.

 

It can shut down Keywords like Eternal, Protect, Darkness, Abundance, or Resurrect. It can also stop ongoing Abilities that are giving the Opponent value.

 

Humble is often best used on Beings that are hard to kill through Damage or that create value just by staying on the Storyline.

 

Synergies And Plays

 

Star Of Bethlehem: Humble a threat and Draw a Verse to keep your Hand moving.

 

Under The Law: Humbling multiple Enemy Beings can break a board full of Keywords.

 

King Of Kings: Use Humble to turn a powerful Being into a simple body.

 

Frequently Asked Questions

 

Q: Does Humble stop future Resurrect effects?

A: Yes. If a Being is Humbled before it is Exiled, its Resurrect Ability is canceled.

 

Q: Does Humble undo an Ability that already resolved?

A: No. Humble does not reverse something that already happened. It stops ongoing and future Abilities.

 

Q: Can a Humbled Being still Move, Challenge, and Block?

A: Yes. Humble cancels Abilities, but the Being can still use its basic actions unless another effect prevents it.

 

Pray

 

Pray increases Event Damage.

 

The number beside Pray tells you how much extra Damage your Events deal.

 

For example:

 

Pray +1. (Increases event damage.)

 

This means your Events deal 1 additional Damage when they deal Damage.

 

Multiple Pray effects can add together.

 

Strategic Use In Gameplay

 

Pray is strongest in Decks that use Events to deal Damage.

 

It can turn small Damage Events into serious removal, make area Damage more powerful, and help you pressure the Opponent more quickly.

 

Pray Beings are important to protect because they can make your Events much stronger while they remain on the Storyline.

 

Synergies And Plays

 

Leah, Older Sister: Pray makes your Damage Events more threatening.

 

Isaac, Promised Seed: Pray on a durable Being can support a long-term Event strategy.

 

Solomon, Wise Request: Pray effects can help Event-focused Decks turn one strong Turn into a major swing.

 

Frequently Asked Questions

 

Q: What counts as Event Damage?

A: Damage dealt by Event Verses.

 

Q: Does Pray increase Damage from Beings?

A: No. Pray increases Event Damage.

 

Q: Can multiple Pray effects stack?

A: Yes. If you have multiple Pray effects, they add together.

 

Fear

 

Fear prevents a Being from Interacting this Turn and the next.

 

A Feared Being cannot Move or Challenge during that time.

 

Fear does not stop the Being from being Targeted, damaged, Humbled, Exiled, Restored, or affected by other Abilities.

 

Strategic Use In Gameplay

 

Fear is a tempo tool.

 

It lets you freeze a dangerous Being, delay a Blocker, open a lane, or buy time while you build your Storyline.

 

Fear is especially strong against large Beings that rely on Challenging to create pressure.

 

Synergies And Plays

 

Behemoth, Chief Work: Fear can lock down Enemy Beings while your larger threats take over.

 

United Brothers: Use Fear to stop one important Enemy Being at the right moment.

 

Generational Strife: Fear across the Enemy Storyline can create a major tempo advantage.

 

Frequently Asked Questions

 

Q: Can a Feared Being Move or Challenge?

A: No. It can't Interact this Turn or the next.

 

Q: Can a Feared Being still Block?

A: Yes. Fear stops Moving and Challenging, but the Being still occupies its Slot.

 

Q: Can a Feared Being be Targeted or damaged?

A: Yes. Fear only stops Interaction.

 

Resurrect

 

Resurrect triggers when the Being is Exiled.

 

When a Being with Resurrect leaves the Storyline and goes to Exile, its Resurrect Ability happens.

 

Resurrect does not trigger if the Being is Removed, returned to Hand, placed as Faith, or moved somewhere other than Exile.

 

Resurrect triggers as the Being is Exiled. If the Resurrect Ability refers to Adjacent Beings, use the Being's Storyline position at the moment it was Exiled.

 

If multiple Beings are Exiled at the same time, they leave the Storyline at the same time. A Being with a "Whenever a Being is Exiled" Ability does not save itself during a mass Exile unless a specific Ability says otherwise.

 

Strategic Use In Gameplay

 

Resurrect makes the Opponent think carefully before removing your Beings.

 

A Resurrect Being can create value when it dies, replace itself, strengthen your Storyline, or punish the Opponent for clearing your board.

 

You can also build strategies that Exile your own Resurrect Beings on purpose to gain their effects at the right time.

 

Synergies And Plays

 

Offering Pigeon: Resurrect can help you cycle through your Deck and find what you need.

 

David, God's Heart: Resurrect can create a wide Storyline and prepare you for your next Turn.

 

Jude, Old Mysteries: Resurrect can strengthen Adjacent Beings and give them Protect, using its final position on the Storyline before it was Exiled.

 

Frequently Asked Questions

 

Q: When does Resurrect trigger?

A: When the Being is Exiled from the Storyline.

 

Q: Does Resurrect trigger if the Being is Removed?

A: No. Resurrect only triggers when the Being is Exiled.

 

Q: Does Resurrect trigger if the Being is Humbled first?

A: No. If Humble canceled the Resurrect Ability before the Being was Exiled, Resurrect does not trigger.

 

Conclusion

 

That's the core Keyword system of Bible TCG.

 

You now know what Discern, Eternal, Protect, Zeal, Abundance, Anointing, Darkness, Unclean, Patience, Humble, Pray, Fear, Prophecy, and Resurrect do.

 

These Keywords are what make the Storyline more than simple combat. They create timing, positioning, protection, pressure, removal, choices, and long-term strategy.

 

In the Ability Language chapter, we'll go one step deeper and learn how Bible TCG card text is written, how sentences resolve, how targeting works, and how to understand more complex Abilities.

Chapter 12: Ability Language - How Card Text Works

 

Introduction

 

Bible TCG cards are written with a specific language.

 

Once you understand how that language works, card Abilities become much easier to read, understand, and resolve correctly.

 

In this chapter of the How To Play section, we'll learn how card text is written, how sentences resolve, how Targeting works, how connected effects work, and how to understand important rules words like Reveal, Repeat, Owner, Remove, and Exile.

 

Why Ability Language Matters

 

Every Verse is trying to tell you exactly what to do.

 

Sometimes that instruction is simple: Draw two verses.

 

Sometimes it is more complex: Target opponent reveals their hand. Exile a verse from it.

 

The goal of Bible TCG language is to make every Ability clear, consistent, and playable.

 

If you learn how to read the wording, you'll understand not only what a Verse does, but also when it happens, what it affects, and what parts of the Ability are connected.

 

Sentences And Effects

 

In Bible TCG, each sentence in an Ability is an effect.

 

You resolve each sentence in order, from the first sentence to the last.

 

For example:

 

Deal 4 damage to target opponent. Draw a verse.

 

First, you deal 4 damage to the target Opponent. Then, you Draw a Verse.

 

If one sentence cannot happen, you still continue to the next sentence unless the next sentence clearly depends on the first one.

 

Connected Sentences

 

Even though each sentence is its own effect, a later sentence can still refer back to something from an earlier sentence.

 

Words like "it," "they," "that many," "that much," "from it," and "that player" can connect one sentence to a previous sentence.

 

For example:

 

Target opponent reveals their hand. Exile a verse from it.

 

The second sentence refers back to the revealed Hand. The Opponent keeps their Hand revealed until the Ability finishes resolving, so you can Exile a Verse from it.

 

Instructions In The Same Sentence

 

Instructions in the same sentence are connected.

 

If two actions are joined together with "and," they are part of the same connected effect and happen in order.

 

For example:

 

Deal 2 damage to target enemy being and Humble it.

 

First, you deal 2 damage to the target Enemy Being.

 

Then, you Humble that same Being.

 

The word "it" refers to the same Being that was damaged.

 

Discern Wording

 

Discern means you choose between different outcomes.

 

Discern Abilities use a semicolon and the word "or" to separate the options.

 

For example:

 

Discern: Deal 2 damage to target enemy being; or Humble it. (Chooses between outcomes. Cancels abilities.)

 

You choose one option.

 

You either deal 2 damage to the target Enemy Being, or you Humble it.

 

You do not do both.

 

The word "it" is allowed in Discern wording when the meaning is clear.

 

If a Being Verse has Discern, choose and resolve one outcome when that Being is Created. 

 

Keyword Abilities With Multiple Sentences

 

A Keyword Ability can contain more than one sentence.

 

If multiple sentences come after the Keyword and colon, all of those sentences are part of that Keyword Ability unless a new Ability begins.

 

For example:

 

Prophecy: Exile all verses from your hand. Exile all other beings. (Triggers when created.)

 

Both sentences are part of the Prophecy Ability.

 

When the Being is Created, you Exile all Verses from your Hand, then Exile all other Beings.

 

Target

 

Target means you choose something that fits the words of the Ability.

 

If an Ability says "target being," you choose a Being.

 

If it says "target opponent," you choose an Opponent.

 

If it says "target enemy," you choose either an Opponent or an Enemy Being.

 

Only Abilities that use the word "target" are Targeting.

 

Challenge Targeting And Ability Targeting

 

Targeting can happen in two main ways.

 

The first is Ability Targeting. This happens when an Ability uses the word "target."

 

For example: Deal 3 damage to target enemy being.

 

The second is Challenge Targeting. This happens when one Being Challenges another Being.

 

Even though there is no Ability text involved, the Challenging Being is still targeting the Enemy Being with that Challenge.

 

This matters for Darkness.

 

A Being with Darkness cannot be Challenged or Targeted by an Opponent before it Interacts.

 

Once the Being with Darkness Interacts by Moving or Challenging, it can be Challenged and Targeted normally.

 

Darkness does not stop non-targeting effects.

 

For example: Deal 1 damage to all enemy beings.

 

This can still affect a Being with Darkness because it does not choose that Being specifically.

 

Enemy And Target Enemy

 

Enemy means an Opponent or a Being controlled by an Opponent.

 

If an Ability says "target enemy," it can target an Opponent or an Enemy Being.

 

For example: Deal 3 damage to target enemy.

 

This can deal 3 damage to an Opponent or to an Enemy Being.

 

If an Ability only works on a Being, it will say "target enemy being."

 

For example: Exile target enemy being.

 

This can only choose a Being controlled by an Opponent.

 

Friendly

 

Friendly refers to your side of the Game.

 

A friendly Being is a Being you control on your Storyline.

 

If an Ability says "target friendly being," you choose one of your own Beings.

 

If an Ability says "all friendly beings," it affects the Beings on your side of the Storyline.

 

Verse And Being

 

A card is only a Being while it is on the Storyline.

 

Everywhere else, it is a Verse.

 

This means a Being-type card in your Hand, Deck, Faith Area, Exile Pile, or Out-Of-Game Zone is not a Being. It is a Verse.

 

When the card text needs to refer to a Being-type card outside the Storyline, it says "being verse."

 

For example: Draw a verse and reveal it. If it's a being verse, draw another verse.

 

This means you reveal the Verse you drew. If that Verse is a Being-type Verse, you Draw another Verse.

 

Event Verse

 

An Event-type card outside the Storyline is called an event verse.

 

For example: Return all event verses from your exile to your hand.

 

This means you return Event-type Verses from your Exile Pile to your Hand.

 

Faith Verse

 

A Verse in the Faith Area is called a faith verse.

 

Faith is the resource. A faith verse is the actual Verse placed in the Faith Area.

 

For example: Return a faith verse to your hand.

 

If an Ability says "a faith verse" without saying whose faith verse, it means one of your own faith verses.

 

If it means another Player's faith verse, the Ability will say so.

 

For example: Exile target opponent's faith verse.

 

Owner

 

The Owner of a Verse is the Player whose Deck or collection that Verse came from.

 

Some Abilities use "owner" because Verses can move between zones, and the game needs to know where they belong.

 

For example: Return target friendly being to its owner's hand.

 

This means the Being returns to the Hand of the Player who owns it.

 

Another example: Place target enemy being as faith under its owner's control.

 

This means the Enemy Being leaves the Storyline and becomes a faith verse for its Owner.

 

Use "Its" For Beings And Verses

 

Beings and Verses are referred to with "it" and "its."

 

For example: Place target enemy being as faith under its owner's control.

 

A Being is an "it."

 

A Verse is also an "it."

 

Use "Their" For Players

 

Players are referred to with "they" and "their."

 

For example: Target opponent reveals their hand.

 

An Opponent is a Player, so the wording uses "their."

 

Reveal

 

Reveal means to show hidden information to all Players until the Ability that revealed it finishes resolving.

 

For example: Target opponent reveals their hand. Exile a verse from it.

 

The Opponent shows their Hand, and it stays revealed long enough for the rest of the Ability to resolve.

 

They do not reveal their Hand and then hide it before the next sentence happens.

 

Repeat

 

Repeat means to do the previous instruction again.

 

New Targets may be chosen each time unless the Ability says otherwise.

 

For example: Deal 1 damage to target being. Repeat this seven times.

 

First, you deal 1 damage to a target Being.

 

Then you repeat that instruction seven more times.

 

That makes eight total Damage instances.

 

Each time you repeat it, you may choose a new legal target unless the Ability says otherwise.

 

Remove

 

Remove means to move a Verse completely Out-Of-Game.

 

Removed Verses are not in Exile.

 

This matters because an Ability that refers to Exile does not refer to Removed Verses.

 

For example: Prophecy: Remove all verses from exile. (Triggers when created.)

 

This moves all Verses from Exile to the Out-Of-Game Zone.

 

Exile Wording

 

Exile is still part of the Game.

 

Removed is Out-Of-Game.

 

When card text says "exile," it can refer to exile areas generally.

 

When card text says "your exile," it means your Exile Pile.

 

When card text says "target opponent's exile," it means that Opponent's Exile Pile.

 

For example: Return all event verses from your exile to your hand.

 

This only refers to your Exile Pile, not your Opponent's Exile Pile.

 

All Other

 

The words "all other" mean the source does not include itself.

 

For example: Resurrect: Give all other friendly beings +2 strength and +2 hope. (Triggers when exiled.)

 

The Resurrect Being does not include itself, because it says "all other."

 

This wording is important when the source should not receive its own effect.

 

Mass Exile

 

If multiple Beings are Exiled at the same time, they leave the Storyline at the same time.

 

They do not leave one at a time.

 

This matters for Abilities that care about Beings being Exiled.

 

For example, if all Beings are Exiled together, a Being with an Ability that says "Whenever a being is exiled" is also leaving at the same time. It does not save itself unless a specific Ability says otherwise.

 

Resurrect Timing

 

Resurrect triggers as the Being is Exiled.

 

If a Resurrect Ability refers to Adjacent Beings, use the Being's Storyline position at the moment it was Exiled.

 

Resurrect does not trigger if the Being is Removed, returned to Hand, placed as Faith, or moved somewhere other than Exile.

 

If a Being is Humbled before it is Exiled, its Resurrect Ability is canceled and does not trigger.

 

Damage Timing

 

When a Being takes Damage, resolve Abilities that activate from taking Damage before checking whether that Being is Exiled.

 

This matters for Abilities like Patience.

 

If Damage causes a Patience Ability to become active, apply that effect before checking whether the Being's current Hope is 0 or less.

 

Current Hope

 

A Being is Exiled only if its current Hope is 0 or less after active Abilities, stat changes, Damage, and Restoration are applied.

 

Current Hope is not always the same as printed Hope.

 

A Being's printed Hope is the number originally printed on the card.

 

A Being's current Hope is what it has right now after all changes are counted.

 

Direct Exile

 

Direct Exile ignores Hope.

 

If an Ability says "Exile target being," that Being is Exiled no matter how much Hope it has.

 

For example: Exile target enemy being.

 

This does not deal Damage. It simply Exiles the target Enemy Being.

 

Damage To Players And Point Loss

 

Damage can be dealt to Beings or Players, but only Damage dealt to an Opponent gives Bible Points.

 

When a Player deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

For example: Deal 1 damage to target opponent.

 

This means the Player who dealt the Damage Gains 1 Bible Point.

 

Damage dealt to a Being works differently.

 

For example: Deal 3 damage to target enemy being.

 

This puts 3 Damage on that Being. If the Being's current Hope becomes 0 or less, that Being is Exiled. However, the Player who dealt that Damage does not Gain Bible Points from damaging a Being.

 

Point gain and point loss are also different from Damage.

 

For example: Target opponent loses 3 points.

 

That Opponent loses 3 Bible Points, but no Damage was dealt.

 

Another example: Target opponent gains 3 points.

 

That Opponent gains 3 Bible Points, but no Damage was dealt.

 

So remember the difference: Damage to an Opponent makes the Player dealing the Damage Gain Bible Points.

 

Damage to a Being does not give Bible Points.

 

Point gain and point loss directly change the Player named by the Ability.

 

Numbers In Card Text

 

Bible TCG uses numbers consistently.

 

Use numerals for values, such as Faith, Damage, Strength, Hope, Points, Costs, and Stat numbers.

 

For example: Gain 2 faith. Deal 3 damage. Restore 5 hope. Target opponent loses 7 points. Give target friendly being +2 strength.

 

Use words for counted objects, such as Verses, Beings, Tokens, Players, and times.

 

For example: Draw two verses. Exile two verses. Create four tokens. Repeat this seven times.

 

Gain, Lose, Give, And Have

 

Different words are used for different kinds of effects.

 

Use Gain and Lose for Player resources and Points.

 

For example: Gain 2 faith. Target opponent loses 3 points.

 

Use Give for Stats and Abilities on Beings.

 

For example: Give target friendly being +2 strength. Give target friendly being Protect.

 

Use Have for ongoing static effects.

 

For example: Adjacent cattle have +1 hope. All enemy beings have -1 strength and -1 hope.

 

Duration Wording

 

If an Ability gives a Being Strength, Hope, or a Keyword without a duration, it stays.

 

For example: Give target friendly being +2 strength.

 

That bonus stays because no duration is given.

 

If the effect is temporary, the Ability says so.

 

For example: Give target friendly being +3 strength this turn only.

 

If the effect is ongoing during your Turn, the Ability says: This being has Eternal during your turn.

 

If an effect ends at a specific time, the Ability uses exact timing.

 

For example: Give another target friendly being Darkness until your next start of turn.

 

This tells Players exactly when the effect ends.

 

Roll Wording

 

Roll Abilities usually choose their target before rolling.

 

For example: Choose target opponent. Roll a die. Draw that many verses and they lose that many points.

 

First, you choose the target Opponent.

 

Then, you roll the die.

 

Then, you Draw that many Verses, and that Opponent loses that many Points.

 

That Many And That Much

 

"That many" is used for countable things.

 

For example: Draw that many verses. They lose that many points.

 

"That much" is used for values like Damage, Strength, and Hope.

 

For example: Deal that much damage. Give it that much strength and that much hope.

 

Rules Terms Are Not Always Keywords

 

Not every important rules word is a Keyword.

 

Words like Draw, Reveal, Repeat, Remove, Return, Place, Create, Target, Owner, and current Hope are rules terms.

 

They are important, but they do not need Keyword-style Reminder Text.

 

Keywords are special mechanic words like Prophecy, Resurrect, Zeal, Protect, Eternal, Darkness, Unclean, Patience, Fear, Pray, Abundance, Anointing, Humble, and Discern.

 

Conclusion

 

That is the foundation of Bible TCG Ability Language.

 

You now know how sentences resolve, how connected wording works, how Targeting works, how Reveal and Repeat function, how Verse types are named outside the Storyline, how Exile and Remove differ, and how timing works for Damage, Hope, mass Exile, and Resurrect.

 

This chapter will help you read card text with confidence.

 

In the Deckbuilding chapter, we'll move from reading individual Verses to building a full Deck with a clear strategy.

Chapter 13: Deckbuilding - Build A Winning Strategy

 

Introduction

 

You can't win Bible TCG by shuffling random Verses together.

 

A strong Deck has a plan. It has the right Ages, the right Faith Curve, the right balance of Beings and Events, and a strategy that knows how it wants to win.

 

In this chapter of the How To Play section, we'll walk through Deckbuilding step by step so you can build a Deck with purpose.

 

Deck Size

 

In Bible TCG, a complete Deck has 80 Verses.

 

That includes a 66-Verse Main Deck and a 14-Verse Side Deck.

 

Your Main Deck is the Deck you actually play with during a Game. Your Side Deck is used between Games in a Match to adjust your strategy.

 

Amount Of Copies

 

Before you start adding Verses, there is one important Deckbuilding rule to remember:

 

You can only have up to four copies of any same-named Verse in your Deck.

 

This means you can run one, two, three, or four copies of a Verse, but never more than four.

 

Choosing Your Ages

 

When you build a Deck, one of the most important decisions is which Ages you want to focus on.

 

Each Verse belongs to an Age, and your Faith needs to match those Ages if you want to Play your Verses consistently.

 

A simple rule for your first Deck is to focus on one or two Ages that work well together.

 

A Deck with fewer Ages is usually more consistent because it is easier to build the right Faith Area.

 

A Deck with many Ages gives you more variety, but it also makes your Faith harder to manage.

 

If you include too many Ages, you may find yourself holding powerful Verses without the right available Faith to Play them.

 

Faith Curve

 

Your Faith Curve is the spread of Costs in your Deck.

 

It shows how many low-cost, mid-cost, and high-cost Verses you are playing.

 

If too many Verses in your Deck cost a lot of Faith, you may do very little during the first few Turns and fall behind.

 

If too many Verses are cheap, you may start quickly but run out of impact later in the Game.

 

A good Faith Curve gives you something useful to do early, keeps you active in the middle Turns, and gives you a few stronger plays once you have built up more Faith.

 

Beings And Events

 

A strong Deck usually needs a healthy balance between Beings and Events.

 

Beings give you presence on the Storyline. They stay in play, Move, Challenge, Block, protect your side, and pressure your Opponent.

 

Events give you one-time effects. They can deal Damage, Draw Verses, Exile threats, Humble Beings, Restore Hope, create surprise plays, or support your strategy in other ways.

 

When building your first Deck, make sure you have enough Beings to keep your Storyline active. Then use Events to support your plan, clear the way, protect your Beings, or give you more options.

 

Being-Focused Decks

 

Being-focused Decks are built around Storyline presence.

 

They want to Create Beings, keep pressure on the Opponent, Challenge from different positions, and force the Opponent to react.

 

Some Being-focused Decks care about specific Being Types. Others care about filling the Storyline, protecting key Beings, or building a powerful board over time.

 

If you like winning through positioning, pressure, and Storyline control, a Being-focused Deck may be a good fit.

 

Being Types

 

Being Types show what a Being is in the story.

 

Some Types represent creatures and animals, such as Beast, Cattle, Creep, Fish, Fowl, and Dragon.

 

Other Types represent people, roles, or spiritual beings, such as Child, Man, Woman, Lord, King, Priest, Prophet, Soldier, and Spirit.

 

Types matter because some Abilities care about specific groups of Beings.

 

For example, one Verse may strengthen Cattle, while another may support Prophets, Soldiers, or other Types.

 

Event-Focused Decks

 

Event-focused Decks are built around powerful one-time effects.

 

They often use fewer Beings and more Events to control the Storyline, disrupt the Opponent, Draw more Verses, deal Damage, or set up a bigger strategy.

 

If you like planning ahead, answering threats, creating surprise turns, and controlling the pace of the Game, an Event-focused Deck may feel natural to you.

 

Few-Age Decks

 

Few-Age Decks focus on one or two Ages.

 

The biggest advantage is consistency.

 

Because your Deck uses fewer Ages, it is easier to place the right faith verses and Play your Verses on time.

 

Few-Age Decks are usually smoother, faster to learn, and less likely to lose because of Faith problems.

 

The downside is that you have fewer Verses to choose from when building your Deck.

 

Many-Age Decks

 

Many-Age Decks use three or more Ages.

 

The biggest advantage is variety. You get access to a wider pool of Abilities, synergies, Keywords, and answers.

 

The downside is that your Faith becomes harder to manage.

 

You must think carefully about which Verses become Faith, which Ages you need first, and how to keep your Faith Area flexible enough to Play your Hand.

 

Many-Age Decks can be powerful, but they usually require more experience and planning.

 

Aggro

 

Aggro strategies try to win early.

 

They use cheap, efficient Beings and fast effects to pressure the Opponent before they can stabilize.

 

Aggro wants to start quickly, force the Opponent to answer immediately, and Gain Bible Points before slower strategies can set up.

 

If you like speed, pressure, and keeping your Opponent on the defensive, you may be an Aggro Player.

 

Midrange

 

Midrange strategies are strongest in the middle of the Game.

 

They usually play solid Verses at every stage, then take over with stronger Beings, efficient Events, and powerful midgame plays.

 

Midrange sits between Aggro and Control.

 

Against slower Decks, Midrange can play aggressively. Against faster Decks, Midrange can slow down, stabilize, and win with stronger Verses.

 

If you like flexibility, strong individual cards, and adapting to the matchup, Midrange may be a good fit.

 

Control

 

Control strategies plan to win later.

 

They slow the Game down, remove threats, protect themselves, and deny the Opponent's plan while building toward a stronger late Game.

 

Control Decks often use Events and Abilities to manage the Storyline, stop dangerous Beings, and survive until they can win with a few powerful Verses or a long-term engine.

 

If you enjoy patience, answers, and turning the Game around from behind, Control may be your style.

 

Combo

 

Combo strategies try to assemble specific Verses that work together.

 

A Combo Deck may look slow at first while it gathers pieces, builds Faith, and protects itself.

 

But once everything lines up, it can create a huge Turn that ends the Game or completely changes the Storyline.

 

If you enjoy planning, sequencing, and watching multiple Verses come together in one powerful moment, Combo may feel very rewarding.

 

Archetype Cycle

 

Not every strategy is built to beat every other strategy.

 

Bible TCG has a natural Archetype Cycle where certain styles tend to have an advantage over others.

 

Aggro tends to beat Combo.

 

Combo tends to beat Control.

 

Control tends to beat Midrange.

 

Midrange tends to beat Aggro.

 

This does not mean the result is guaranteed. A skilled Player, a strong Decklist, good Sideboarding, and smart decisions can change any matchup.

 

But the Archetype Cycle helps explain why some matchups feel easier, while others feel like an uphill battle.

 

Aggro Beats Combo

 

Combo strategies need time.

 

They usually want to gather specific Verses, build Faith, protect themselves, and prepare for one or two powerful Turns.

 

Aggro tries to stop that from happening.

 

By applying pressure early, Aggro can force Combo to defend itself instead of setting up. If Aggro wins quickly enough, Combo may never get the chance to bring all its pieces together.

 

Ages with faster pressure can punish slower Combo strategies before they fully develop.

 

Combo Beats Control

 

Control wants to react.

 

It removes threats, slows the Game down, and tries to win later by outlasting the Opponent.

 

Combo can be dangerous for Control because it does not always win through normal pressure. Instead, Combo may stack effects, cheat Costs, build a powerful engine, or win through one explosive Turn.

 

Control is strong against straightforward threats, but Combo can sometimes create a moment that is too large or too sudden to answer cleanly.

 

Control Beats Midrange

 

Midrange is built around strong, flexible Verses.

 

It wants to play solid cards, gain value, and take over the middle of the Game.

 

Control is built to answer that plan.

 

Control Decks can remove key threats, stop buffs, Humble dangerous Beings, Exile important pieces, and slow the Game down until Midrange runs out of pressure.

 

If Control survives the middle Turns, it can often outlast Midrange in the long Game.

 

Midrange Beats Aggro

 

Aggro tries to win before the Opponent can stabilize.

 

Midrange is built to survive that early pressure and take over afterward.

 

A good Midrange Deck can block early Challenges, remove small Beings, Restore Hope, and then play stronger Verses once the Game reaches the middle Turns.

 

If Midrange survives the opening pressure, its Verses are usually bigger, stronger, and harder for Aggro to handle.

 

Cycle Summary

 

The Archetype Cycle is not a law. It is a guide.

 

It helps you understand why some Decks naturally pressure others, and why the strongest Deck is not always the one with the most powerful Verses.

 

A Deck is only strong in context.

 

The best Decks in one environment can become popular, and once they become popular, other Players can build Decks designed to beat them.

 

That is part of what makes Deckbuilding strategic.

 

Building With Intention

 

When you build a Deck, don't only ask, "Is this a good Verse?"

 

Ask better questions:

 

What strategy am I building?

 

Which Archetype am I aiming for?

 

Which Ages support that plan?

 

Does my Faith Curve let me play throughout the Game?

 

Do I have enough Beings to pressure or defend the Storyline?

 

Do my Events support my plan?

 

Do my Verses work together?

 

What popular strategies should I be ready for?

 

A strong Deck is not just a pile of strong Verses. It is a plan built from 66 Verses that work together.

 

Conclusion

 

That's the foundation of Deckbuilding in Bible TCG.

 

You now know how Deck size works, why copies matter, how to choose Ages, how to think about your Faith Curve, how to balance Beings and Events, and how Aggro, Midrange, Control, and Combo fit into the Archetype Cycle.

 

Now that you understand how to build a winning strategy, the next step is to learn the different ways Bible TCG can be played.

 

In the Formats chapter, we'll look at the different ways you can sit down and play while using the same core rules.

Chapter 14: Formats - The Different Ways To Play

 

Introduction

 

Once you understand the core rules of Bible TCG, you can enjoy the Game in several different ways.

 

In this chapter of the How To Play section, we'll look at the main Formats you can play with friends, at events, or in a more competitive setting.

 

Each Format changes how the Game is set up, but the core rules of Bible TCG remain the foundation.

 

Classic

 

Classic is the main Format Bible TCG is built on.

 

In Classic, two Players each bring a constructed Deck. Each Deck has a 66-Verse Main Deck and a 14-Verse Side Deck.

 

Players usually play a best-of-three Match, with Sideboarding between Games.

 

This is the Format most Decklists, guides, strategies, and competitive events are built around.

 

If you are just starting out, Classic is the Format to master first.

 

Multiplayer

 

Multiplayer lets Players battle in Teams.

 

Each Team has the same number of Players, such as two-versus-two, three-versus-three, and so on.

 

After deciding which Team goes first, Turns alternate between Teams.

 

Each Team shares one 5-Slot Storyline. This means Teammates place their Beings on the same Storyline and must work together to manage positioning, Blocking, and pressure.

 

Everything else remains individual. Each Player still has their own Main Deck, Hand, Faith Area, Exile Pile, Out-Of-Game Zone, and Bible Points.

 

There is no Sideboarding or best-of-three structure in this Format unless the Players agree to use one.

 

Free-For-All

 

Free-For-All is a social Format for more than two Players.

 

After deciding who goes first, Turns continue clockwise around the table.

 

At the start of each Player's Turn, they roll a die to determine which Opponent they are facing that Turn. This creates unpredictable moments and makes every Game feel different.

 

Free-For-All is played as a single Game. When one Player wins, they take first place and leave the Game. The remaining Players continue playing for second place, third place, and so on.

 

You can use a 6-sided die for three or six Players, and a 20-sided die for four or five Players.

 

There is no Sideboarding or best-of-three structure in this Format.

 

Showdown

 

Showdown is the fastest way to play Bible TCG.

 

Each Player opens one Pack, and that Pack becomes their Deck for the Game.

 

Players do not look at their cards before shuffling and setting up. After shuffling, each Player starts with one Verse in Hand and does not get to Mulligan.

 

The First Player skips their first Draw Step.

 

In Showdown, Players have unlimited Faith each Turn. This means you do not need to build a normal Faith Area to Play your Verses.

 

The first Player to reach 10 Bible Points wins.

 

If you need to Draw a Verse and your Pack Deck is empty, you lose the Game.

 

Showdown is quick, chaotic, and easy to set up, which makes it great for casual play, quick challenges, and opening Packs with friends.

 

Draft

 

Draft is for Players who love opening Packs and building a strategy on the spot.

 

In Draft, you do not bring a constructed Deck. Instead, each Player sits down with a set number of Packs, usually three.

 

Each Player opens their first Pack, chooses one card from it, and passes the rest to the next Player. Every Player does the same, choosing one card at a time and passing the remaining cards around the table until all cards from that Pack are drafted.

 

Then Players open the next Pack and draft again, passing in the opposite direction from the previous Pack.

 

This continues until all Packs have been drafted.

 

After drafting with three Packs, each Player builds a 30-Verse Main Deck.

 

Drafts with more than three Packs are possible, but the number of Packs should be decided before the Draft begins.

 

A four-Pack Draft uses a 40-Verse Main Deck.

 

A five-Pack Draft uses a 50-Verse Main Deck.

 

There is no Sideboarding in Draft unless the Players agree otherwise.

 

The core rules of Bible TCG stay the same. The biggest difference is that you are building your Deck from the cards you draft instead of bringing a Deck from home.

 

Before Draft Games begin, Players choose whether Draft Faith will be aligned by Eras or by Acts.

 

This changes how Faith works in Draft.

 

When you place a Verse as Faith, it generates Faith for its Era or Act instead of only its specific Age.

 

This keeps Draft resources more consistent, because your drafted cards may come from many different Ages.

 

Tournaments

 

Tournaments are organized events where multiple Players compete across several rounds.

 

Tournaments can be run in different Formats, including Classic, Draft, Showdown, Multiplayer, or other event-specific styles.

 

In the first round, Players are usually paired randomly.

 

After that, Players are paired based on their records, starting from the highest scores and moving downward.

 

The Tournament continues for a set number of rounds decided before the event begins.

 

At the end, the winner is the Player with the best overall record or the most Tournament Points, depending on the event structure.

 

Tournaments are a great way to test your Deck, meet other Players, and experience Bible TCG in a more structured setting.

 

Conclusion

 

Those are the main Formats currently available in Bible TCG.

 

Classic is the main constructed Format. Multiplayer and Free-For-All create larger social Games. Showdown gives you a fast Pack-based experience. Draft lets you build a Deck on the spot. Tournaments bring everything together in an organized event setting.

 

Now that you know the different ways to play, the next step is to master your first Deck.

 

In the Starter Decks chapter, we'll learn everything you need to know about the three Starter Decks available in Bible TCG Online.

Chapter 15: Starter Decks - From Amateur To Pro

 

Introduction

 

If you want to apply everything you've learned so far, the next step is to master your Starter Deck.

 

In this chapter of the How To Play section, we'll look at all three Starter Decks available in Bible TCG Online: Oracle, Rebel, and Legacy.

 

Each Starter Deck teaches a different style of play. Oracle teaches a balanced Midrange strategy. Rebel teaches fast Aggro pressure. Legacy teaches a slower Control strategy built around Events.

 

By learning all three, you'll understand more than just the Deck you chose. You'll also understand how different strategies think, what they're trying to do, and how to play against them.

 

Oracle Starter Deck

 

The Oracle Starter Deck uses three Ages from the Oracle Act.

 

This Deck is about God giving His word to humanity: the stars declaring His glory, the law revealing people's sins, and the Church receiving the revelation of Scripture by the Spirit.

 

Strategy

 

Oracle is a Midrange Deck.

 

That means you are strongest in the middle of the Game. You are not trying to win immediately, and you are not trying to wait forever.

 

Your goal is to build a solid Storyline, make good Interactions, protect your key Beings, and take over with stronger plays around the middle Turns.

 

Oracle wins by staying flexible. It can pressure the Opponent, trade on the Storyline, Draw Verses, Restore Hope, and finish Games with sudden Strength buffs or direct Damage.

 

Mechanics

 

Here are the main Keywords you'll see in the Oracle Starter Deck:

 

Zeal means a Being can Challenge immediately.

 

Protect blocks Challenges to Adjacent Beings.

 

Darkness means a Being can't be Challenged or Targeted before Interacting.

 

Unclean Exiles Beings damaged by it.

 

Anointing ignores the first Damage taken.

 

Abilities

 

Here are the most common Abilities in the Oracle Starter Deck:

 

Restoration and Hope buffs help your Beings stay on the Storyline longer.

 

Sudden Strength buffs help turn a normal Storyline into a Game-ending Turn.

 

Direct Damage helps you close Games and control important targets.

 

Drawing Verses helps keep your Hand from becoming empty.

 

Removal helps you answer Enemy Beings that are too dangerous to Challenge normally.

 

Verses

 

Below are the Verses that make up the Oracle Starter Deck.

 

1 Cost

 

Soaring Eagle is a 1/1/2/1 Fowl with Prophecy. When it is Created, it restores 1 hope to target friendly being, helping your Beings stay active longer.

 

Death Fly is a 1/1/0/4 Creep with Darkness. It cannot Challenge because it has 0 Reach, but Darkness makes it difficult to deal with before it Interacts. While Darkness is protecting it, Death Fly does not Block. It can Move to Interact, lose its Darkness protection, and begin Blocking normally from its new Slot.

 

Ambush Viper is a 1/1/1/0 Dragon with Zeal. It can Challenge immediately, making it useful for early pressure or quick trades.

 

2 Cost

 

Blue Fish is a 2/2/1/2 Fish. It is a simple early Being that gives you a decent body while you set up for the middle of the Game.

 

Evasive Hare is a 1/3/1/3 Beast. Its higher Hope makes it useful for absorbing Damage and staying on the Storyline early.

 

Grievous Locust is a 2/1/1/0 Creep with Zeal. It gives you quick aggression or an immediate Challenge when you need it.

 

Dietary Rules is an Event that deals 1 damage to target enemy and Draws a Verse. It lets you chip away at a target while replacing itself in your Hand.

 

Rise Up And Walk is an Event that gives target friendly being +2 strength and +2 hope. It can help a Being survive, win a trade, or become a serious threat.

 

3 Cost

 

Light In The Darkness is an Event that gives all friendly Beings +2 strength this Turn only. It can make your Challenges stronger, improve trades, or help you push for a large amount of Bible Points.

 

Unclean Woman is a 1/2/1/2 Woman with Unclean. Any Being it damages is Exiled, which makes trading into it dangerous.

 

Joshua, Trustworthy Spy is a 2/2/3/1 Soldier with Darkness. It can stay protected before it Interacts, then choose the right moment to Move or Challenge.

 

Apollos, Bold Preacher is a 3/2/2/2 Chief with Protect. It protects Adjacent Beings and forces the Opponent to deal with positioning more carefully.

 

Promised Return is an Event that makes target opponent lose 3 points and lets you Draw a Verse. It slows your Opponent's progress while keeping your Hand full.

 

Cornelius, First Gentile is a 3/1/2/3 Soldier with Anointing. It ignores the first Damage it would take, helping it survive a key Challenge or Damage effect.

 

4 Cost

 

Rising Dolphin is a 5/3/3/5 Fish. Its high Strength makes it a strong midgame threat that can pressure the Opponent or Exile Enemy Beings through Challenges.

 

Crushed Under Foot is an Event that deals 4 damage to target opponent and lets you Draw a Verse. It combines direct pressure with Hand advantage.

 

Caleb, Receiving Land is a 2/4/5/2 Soldier with Zeal. It can Challenge immediately and has enough Hope to be difficult to remove through normal Damage.

 

James, To The Jews is a 4/1/5/1 Man with Zeal. It gives you a strong surprise Challenge that can Exile an Enemy Being or Gain Bible Points right away.

 

5 Cost

 

Piercing Bull is a 5/2/2/4 Cattle with Zeal. It is excellent for sudden pressure and can help close the Game.

 

Slew In Egypt is an Event that Exiles target enemy being. It is one of Oracle's cleanest answers to a dangerous Enemy Being.

 

John, Beloved Believer is a 5/5/1/5 Man with big Stats. It is a straightforward finisher that is difficult to trade against.

 

Oracle Summary

 

Oracle is best when you play patiently, build a strong Storyline, and choose the right moment to push.

 

Use Restoration and Hope buffs to keep your Beings alive. Use Darkness and Protect to make your positioning harder to break. Then use Zeal, Strength buffs, and direct Damage to finish the Game.

 

Rebel Starter Deck

 

The Rebel Starter Deck uses three Ages from the Rebel Act.

 

This Deck is about man doing his own will instead of following God's word: the fall from the beginning, the nation of Israel running the opposite way, and the most wicked time ever to be on Earth.

 

Strategy

 

Rebel is an Aggro Deck.

 

That means you are trying to win before the Game slows down.

 

Your goal is to Create threats early, keep pressure on your Opponent, force awkward trades, and finish the Game through direct pressure, Exile triggers, and explosive Turns.

 

Rebel does not want to sit back forever. It wants to make the Opponent react immediately.

 

Mechanics

 

Here are the main Keywords you'll see in the Rebel Starter Deck:

 

Prophecy triggers when Created.

 

Resurrect triggers when Exiled from the Storyline.

 

Protect blocks Challenges to Adjacent Beings.

 

Anointing ignores the first Damage taken.

 

Abilities

 

Here are the most common Abilities in the Rebel Starter Deck:

 

Exile triggers help you gain value when your Beings are Exiled.

 

Point pressure helps you end Games quickly without needing perfect Storyline control.

 

Creation effects help fill your Storyline with multiple Beings.

 

Storyline Damage helps reset messy boards or punish the Opponent's Beings.

 

Temporary Strength buffs help you win trades or push unexpected Damage.

 

Verses

 

Below are the Verses that make up the Rebel Starter Deck.

 

1 Cost

 

Son Of Man is a 1/1/2/2 Child. It gives you early presence and helps start applying pressure.

 

Jericho's Trumpet is an Event that gives target friendly being +2 strength. It helps you win an early trade or Gain extra Bible Points.

 

Left Behind Sinner is a 1/1/3/1 Man with Resurrect. When it is Exiled, it deals 1 damage to all Players, keeping pressure moving even when it leaves the Storyline.

 

Evil Locust is a 3/2/2/1 Spirit with Prophecy. When it is Created, target opponent gains 3 points. This is risky, but its huge early Stats are meant to overpower the Storyline quickly.

 

Mark Of The Beast is an Event that gives target friendly being +3 strength and +3 hope, then Exiles it at your End Of Turn. This is a temporary power boost meant to win a major trade or push toward victory.

 

2 Cost

 

Young Unicorn is a 2/2/1/3 Beast. It is a decent early Being that keeps your Faith Curve aggressive.

 

Renown Giant is a 2/2/2/0 Soldier with Protect. It can protect key Beings beside it for a low Cost.

 

Samuel, Last Judge is a 1/1/2/1 Prophet with Prophecy. When it is Created, it gives another target friendly being Anointing, helping an important threat survive its first Damage.

 

Angry Hornet is a 1/2/1/1 Creep with Prophecy. When it is Created, it deals 1 damage to target enemy being, helping you pick off weaker Beings or set up favorable Challenges.

 

Brimstone Rider is a 4/3/2/2 Spirit. It requires you to Exile a Verse from your Hand, but in exchange, it gives you a very strong early Being.

 

3 Cost

 

Deceptive Serpent is a 3/1/1/1 Dragon with Prophecy. When it is Created, it creates a Deceived Woman token, giving you extra Storyline presence.

 

Seth, Replacing Abel is a 1/3/3/1 Child that gains +1 strength whenever a friendly Being is Exiled. It turns your losses into growing pressure.

 

Ferocious Bear is a 2/4/1/2 Beast with Protect. It anchors your Storyline so your more important Beings can stay safer.

 

Gideon, Swift Warrior is a 2/2/2/2 Soldier with Anointing. It ignores the first Damage it would take, helping it survive an important trade.

 

4 Cost

 

Eve, Mother Of All is a 2/2/2/1 Woman with Prophecy. When it is Created, it creates two Son Of Man tokens, filling your Storyline with multiple Beings.

 

Daniel, Inside Babylon is a 3/3/4/2 Child that makes target opponent lose 2 points whenever it Challenges. This slows your Opponent down while applying pressure.

 

5 Cost

 

Wild Unicorn is a 4/3/2/3 Beast with Prophecy. When it is Created, it creates a Young Unicorn token, giving you two threats from one Verse.

 

Moses, Water To Blood is a 4/5/5/2 Prophet with Resurrect. When it is Exiled, it deals 1 damage to all enemy Beings, punishing the Opponent for removing it.

 

Rebel Summary

 

Rebel is best when you stay aggressive.

 

Create Beings early, pressure the Opponent, and force them to make difficult trades. Use your Exile triggers and Creation effects to keep value flowing even when your Beings leave the Storyline.

 

If the Game goes too long, slower Decks may stabilize. Your job is to push hard before that happens.

 

Legacy Starter Deck

 

The Legacy Starter Deck uses three Ages from the Legacy Act.

 

This Deck is about God visiting His people and doing what man could not: giving covenant promises, providing salvation in person, and sitting as the King of the world.

 

Strategy

 

Legacy is an Event-heavy Control Deck.

 

You are not trying to race to victory.

 

Your goal is to slow down your Opponent, cancel their best Abilities, control the Storyline, and Draw enough Verses to stay ahead until the late Game.

 

Legacy wins by staying patient, answering threats, and eventually taking over with stronger plays.

 

Mechanics

 

Here are the main Keywords you'll see in the Legacy Starter Deck:

 

Prophecy triggers when Created.

 

Humble cancels Abilities.

 

Protect blocks Challenges to Adjacent Beings.

 

Pray increases Event Damage.

 

Fear means a Being can't Interact this Turn or the next.

 

Abilities

 

Here are the most common Abilities in the Legacy Starter Deck:

 

Drawing Verses helps keep your Hand from becoming empty.

 

Restoration and Hope buffs keep your Beings on the Storyline longer.

 

Humbling effects cancel Enemy Abilities and help control dangerous Beings.

 

Direct Damage helps you control the Storyline and get closer to winning.

 

Creation effects help fill your Storyline with more Beings.

 

Strength buffs help your Beings win trades or push unexpected Damage.

 

Verses

 

Below are the Verses that make up the Legacy Starter Deck.

 

1 Cost

 

Eager Bird is a 0/1/2/2 Fowl that gains +1 strength whenever you Play an Event. It rewards you for following Legacy's Event-heavy strategy.

 

Afflicted Man is a 1/1/1/4 Man. It brings early presence to the Storyline and has a high Move Stat.

 

Royal Sovereignty is an Event that deals 1 damage to target enemy being and Fears it. This helps you stop a Being from Interacting this Turn or the next.

 

Living Waters is an Event that gives target friendly being +3 strength this Turn only. It helps you win a trade or push Damage at the right moment.

 

2 Cost

 

Temple Purification is an Event that gives target friendly being +2 hope and lets you Draw a Verse. It combines a defensive buff with Hand advantage.

 

Crown Of Thorns is an Event that deals 2 damage to target enemy being and Humbles it. It weakens a threat while also canceling its Abilities.

 

Truth Uncovered is an Event that makes all Beings lose Darkness and lets you Draw a Verse. It removes protection from Beings that could not be Challenged or Targeted before Interacting.

 

Healing Leaves is an Event that restores 2 hope to all friendly Beings, helping your Storyline survive pressure.

 

3 Cost

 

Leah, Older Sister is a 1/4/1/4 Woman with Pray +1. It increases your Event Damage, making your removal and pressure stronger.

 

Last Supper Lamb is a 2/3/2/2 Cattle with Prophecy. When it is Created, it restores 3 hope to target friendly being, helping one of your Beings recover.

 

Breaking Bread is an Event that gives target friendly being +3 strength and +3 hope, turning almost any Being into a major threat.

 

Brave Leader is a 0/3/0/4 Child that lets you Draw a Verse at your End Of Turn, helping you keep finding answers.

 

4 Cost

 

Isaac, Promised Seed is a 2/5/3/4 Man with Pray +1. It pushes your Event Damage into a stronger removal range.

 

Crucifixion Centurion is a 2/2/2/3 Soldier with Prophecy. When it is Created, it creates a Roman Soldier token, giving you two Beings from one Play.

 

John, Water Baptism is a 2/4/4/3 Prophet with Abundance. It can Challenge twice per Turn, making it excellent for controlling the Storyline.

 

Bride, To Armageddon is a 4/4/1/3 Woman with Protect. It brings good Stats and protects Adjacent Beings.

 

5 Cost

 

Abram's Bad Dream is an Event that creates four Afflicted Man tokens, flooding the Storyline and setting up a huge following Turn.

 

Joseph, Come Near is a 3/6/3/1 Man with Protect. It forces the Opponent to go through it before they can Challenge Adjacent Beings.

 

Legacy Summary

 

Legacy is best when you stay patient.

 

Use Events to control the Storyline, Humble dangerous Beings, Draw more Verses, Restore Hope, and prevent your Opponent from building too much pressure.

 

You are not trying to win immediately. You are trying to survive, answer threats, and slowly take control of the Game.

 

Conclusion

 

That's the guide to all three Starter Decks.

 

Oracle teaches you how to play a flexible Midrange strategy. Rebel teaches you how to pressure the Opponent with Aggro. Legacy teaches you how to slow the Game down and win with Control.

 

Learning all three Starter Decks will make you a much better Player, because you'll understand how different strategies think, how they win, and how to play against them.

 

In the Top-Tier Decks chapter, we'll look at some of the strongest strategies currently known in the meta.

Chapter 16: Top-Tier Decks - Copy And Improve

 

Introduction

 

If you want to study strong Bible TCG Decklists and improve them for yourself, then this chapter is a great place to start.

 

In this chapter of the How To Play section, we'll look at several powerful strategies that show what competitive Deckbuilding can look like.

 

These Decklists are not the only way to win, and they will change as the meta develops. But they give you a strong foundation to copy, test, adjust, and improve.

 

The goal is not just to copy a Deck. The goal is to understand why it works, what it is trying to do, and how you can make it better.

 

Elder Wrath Aggro

 

Decklist

 

Primeval Fish x4

Tempting Fruit x4

Pleasant Discovery x4

Bitter Wormwood x4

Left Behind Sinner x4

Evil Locust x4

Mark Of The Beast x4

War In Heaven x4

Brimstone Rider x4

Adam, One Flesh x4

Innocent Firstling x4

Deceptive Serpent x4

Seth, Replacing Abel x4

Abel, Righteous Martyr x4

Eve, Mother Of All x4

Noah, Ark Builder x2

Babylon, Mystery Harlot x4

 

Strategy

 

Elder Wrath Aggro is an Aggro Deck, which means it is trying to win as quickly as possible.

 

Your goal is to pressure the Opponent from the beginning of the Game. You want to Create Beings early, Challenge directly when lanes are open, force awkward trades, and use your Events to keep the pressure moving.

 

You do not want more than 5 Faith in total. This Deck is built to end the Game before you need more than that.

 

If the Game goes too long, slower Decks may begin to stabilize. Your job is to make that difficult by keeping constant pressure on the Storyline and the Opponent's Bible Points.

 

0 Cost

 

Primeval Fish is a 0-Cost 1/1/1/0 Fish with no special Ability. It gives you pure early pressure without slowing down your Faith development.

 

1 Cost

 

Tempting Fruit is an Event that deals 2 damage to target opponent. It gives you early point pressure for very little investment.

 

Pleasant Discovery is an Event that lets you Draw three Verses and Exile two of them from your Hand. This helps you dig for what you need while filtering through the Deck.

 

Bitter Wormwood is an Event that makes you Exile a Verse from your Hand to deal 4 damage to target enemy. It gives you powerful cheap removal or pressure, but costs you an extra Verse.

 

Left Behind Sinner is a 1/1/3/1 Man with Resurrect. When it is Exiled, it deals 1 damage to all Players, keeping pressure moving even when it leaves the Storyline.

 

Evil Locust is a 3/2/2/1 Spirit with Prophecy. When it is Created, target opponent gains 3 points. This is risky, but its huge early Stats are meant to overpower the Storyline immediately.

 

Mark Of The Beast is an Event that gives target friendly being +3 strength and +3 hope, then Exiles it at your End Of Turn. This is a temporary burst meant to win a major trade or push toward victory.

 

2 Cost

 

War In Heaven lets you choose target enemy, roll a die, and deal that much damage to it. It is high-risk removal that can also create a huge swing when the roll is strong.

 

Brimstone Rider is a 4/3/2/2 Spirit that requires you to Exile a Verse from your Hand. You trade resources for a very strong early Being.

 

Adam, One Flesh is a 1/1/2/0 Chief with Prophecy. When it is Created, it creates a Deceived Woman token, giving you extra Storyline presence.

 

Innocent Firstling is a 0/1/3/3 Cattle that gains +1 strength and +1 hope whenever a Being is Exiled. Constant trades and Exile effects can turn it into a growing threat.

 

3 Cost

 

Deceptive Serpent is a 3/1/1/1 Dragon with Prophecy. When it is Created, it creates a Deceived Woman token, giving you another Being while keeping your pressure going.

 

Seth, Replacing Abel is a 1/3/3/1 Child that gains +1 strength whenever a friendly Being is Exiled. It rewards you for playing aggressively into trades and sacrifice effects.

 

4 Cost

 

Abel, Righteous Martyr is a 3/2/3/2 Man with Prophecy. When it is Created, it gives +3 strength to another target friendly Being, helping turn any Being into a finisher.

 

Eve, Mother Of All is a 2/2/2/1 Woman with Prophecy. When it is Created, it creates two Son Of Man tokens, giving you a wide Storyline that threatens fast Bible Points.

 

5 Cost

 

Noah, Ark Builder is a 3/2/4/5 Chief with Prophecy. When it is Created, it gives all friendly Beings Eternal this Turn only, letting your Storyline take Challenges without taking Damage.

 

Babylon, Mystery Harlot is a 7/2/5/4 Woman with Zeal that requires you to Exile two Verses from your Hand. It is a massive finisher that can Challenge immediately.

 

Deck Summary

 

Elder Wrath Aggro wins by never letting the Opponent breathe.

 

You pressure early, trade aggressively, use Exile triggers for extra value, and finish with sudden bursts of Strength or direct Damage.

 

This Deck rewards bold play, but you need to know when to stop building Faith and start spending everything to end the Game.

 

Israel Church Midrange

 

Decklist

 

End Of The Law x4

Land Inheritance x4

Tongues Of Fire x4

Forty Stripes Save One x3

Stephen, Stoned Martyr x4

Rise Up And Walk x3

Flock Sheep x4

Daily Communion x4

Promised Return x4

Preaching God's Grace x4

Jonah, Sent To Gentiles x4

Elijah's Mantle x4

Baal's Defeat x4

Bloody Jawbone x4

John, Beloved Believer x3

Saul, Desired Ruler x3

Peter, Jewish Apostle x3

Paul, Truth Of Grace x1

Bride, Body Of Christ x1

David, God's Heart x1

 

Strategy

 

Israel Church Midrange is a Midrange Deck, which means it wants to stay flexible and take control of the middle of the Game.

 

Against Aggro, your goal is to survive the early pressure, remove Enemy Beings, stabilize the Storyline, and then start Gaining Bible Points.

 

Against Control or Combo, you need to apply pressure before their late-game strategy becomes too powerful.

 

This Deck wins by using solid Beings, efficient Events, and strong midgame plays to stay ahead on the Storyline.

 

1 Cost

 

End Of The Law is an Event that Exiles target damaged Being. Once something has taken Damage, this gives you clean removal.

 

Land Inheritance is an Event that lets you give target friendly being the ability "whenever this being challenges, draw a verse". It rewards you for staying active and aggressive.

 

2 Cost

 

Tongues Of Fire is an Event that gives target friendly Being +4 strength this Turn only. It lets you win an Interaction or push sudden Bible Points.

 

Forty Stripes Save One is an Event that Exiles target enemy Being with the highest Hope. It removes the biggest wall on the Storyline.

 

Stephen, Stoned Martyr is a 1/2/3/2 Man with Prophecy. When it is Created, it deals 1 damage to another target Being and gives it +2 strength, giving you disruption and a buff in one Play.

 

Rise Up And Walk is an Event that gives target friendly Being +2 strength and +2 hope. It can turn a small Being into a threat or help a damaged Being survive.

 

Flock Sheep is a 0/1/0/1 Cattle with Prophecy. When it is Created, it creates two David's Cattle tokens, giving you a wide Storyline for very little effort.

 

3 Cost

 

Daily Communion is an Event that gives all friendly Beings Eternal this Turn only. It lets your Storyline take trades without taking Damage.

 

Promised Return is an Event that makes target opponent lose 3 points and lets you Draw a Verse. It slows the Opponent down while keeping your Hand full.

 

Preaching God's Grace is an Event that gives +5 strength to target damaged Being. It can turn a wounded Being into a sudden finisher.

 

Jonah, Sent To Gentiles is a 1/4/3/1 Prophet that lets you Draw a Verse whenever it takes Damage. It helps keep your Hand full while the Game goes longer.

 

4 Cost

 

Elijah's Mantle is an Event that gives target Being +2 strength, +2 hope, and Abundance. It lets that Being Challenge twice and swing the Storyline quickly.

 

Baal's Defeat is an Event that rolls a die and deals that much damage to all enemy Beings. It gives you a powerful reset when the Opponent goes wide.

 

Bloody Jawbone is an Event that deals 4 damage to target enemy Being and lets you Draw a Verse. It combines removal with Hand advantage.

 

5 Cost

 

John, Beloved Believer is a 5/5/1/5 Man with no printed Ability. Its raw Stats make it a strong body that trades well and pressures Bible Points.

 

Saul, Desired Ruler is a 4/2/3/5 King with Prophecy. When it is Created, it Exiles target enemy Being with 2 or less strength, giving you removal attached to a strong attacker.

 

6 Cost

 

Peter, Jewish Apostle is a 3/7/5/6 Chief with Patience. While damaged, it has Protect and Abundance, turning one hit into a major swing in board control.

 

7 Cost

 

Paul, Truth Of Grace is a 4/6/4/6 Chief with Zeal and Patience. It can Challenge immediately, and while damaged, it gains +5 strength.

 

Bride, Body Of Christ is a 6/7/3/7 Woman that gains +1 strength and +1 hope at the start and end of every Turn. If left alone, it becomes a growing threat that can end the Game.

 

David, God's Heart is a 5/3/5/5 King with Darkness, Anointing, and Resurrect. When it is Exiled, it creates five David's Cattle tokens, helping your Storyline survive even after a major removal effect.

 

Deck Summary

 

Israel Church Midrange wins by being solid at every stage of the Game.

 

You have early interaction, midgame pressure, card draw, removal, buffs, and strong finishers.

 

The key is knowing your role in each matchup. Against faster Decks, stabilize. Against slower Decks, pressure them before they take over.

 

Hebrew Torah Gospel Control

 

Decklist

 

Signs And Wonders x3

Burning Bush x4

Star Of Bethlehem x4

Sacred Turtledove x4

Adder In The Path x3

Famished Edom x3

Levite Priest x4

Holy Festival x4

Crowing Rooster x3

Release Barabbas x3

Lord's Promise x4

Fearful Nations x3

Desert Hardships x3

Rolled Away Stone x3

Potiphar's Fluster x4

Abram's Bad Dream x3

Generational Strife x2

Chastising Stripes x2

Seven Year Famine x2

Father's Grief x2

Ark Of The Covenant x1

Keys Of Hell And Death x2

 

Strategy

 

Hebrew Torah Gospel Control is a Control Deck, which means it wants to survive long enough to take over the late Game.

 

Against Aggro and Midrange, your goal is to slow the Storyline down, remove threats, Humble dangerous Beings, and survive until your stronger late-game Verses matter.

 

Against Combo, you need to disrupt their key pieces or pressure their Bible Points before they assemble their strategy.

 

This Deck wins by answering threats, drawing enough Verses to keep playing, and eventually reaching a position where the Opponent runs out of meaningful pressure.

 

1 Cost

 

Signs And Wonders is an Event that returns target friendly Being to its owner's Hand. It can save a Being from removal or let you replay a Prophecy Ability later.

 

Burning Bush is an Event that deals 3 damage to target enemy. It gives you cheap removal or direct pressure.

 

Star Of Bethlehem is an Event that Humbles target Being and lets you Draw a Verse. It shuts off dangerous Abilities while replacing itself.

 

2 Cost

 

Sacred Turtledove is a 2/1/1/3 Fowl with Prophecy. When it is Created, you Draw a Verse, giving you early consistency.

 

Adder In The Path is a 2/3/1/0 Dragon that deals 1 damage to all Beings whenever you Play an Event. It punishes wide boards and turns your Events into steady Storyline control.

 

Famished Edom is an Event that deals 2 damage to target enemy and Fears it. It weakens a threat and stops it from Interacting this Turn or the next.

 

Levite Priest is a 3/2/2/3 Priest with Prophecy. When it is Created, it returns another target friendly Being to its owner's Hand, helping you protect key Beings or reuse Prophecy.

 

Holy Festival is an Event that returns target Being to its owner's Hand and lets you Draw a Verse. It disrupts the Storyline while replacing itself.

 

Crowing Rooster is a 1/1/1/3 Fowl with Pray +1 and Resurrect. It increases your Event Damage while on the Storyline and lets you Draw a Verse when Exiled.

 

Release Barabbas is an Event that Exiles target enemy Being with 3 or less strength. It gives you clean removal against early threats.

 

3 Cost

 

Lord's Promise is an Event that Draws two Verses, helping you stay stocked for the long Game.

 

Fearful Nations is an Event that Fears all enemy Beings, stopping them from Interacting this Turn or the next.

 

Desert Hardships is an Event that deals 1 damage to all enemy Beings and lets you Draw a Verse. It softens wide boards while refueling your Hand.

 

Rolled Away Stone is an Event that Exiles target enemy Being with 5 or more strength. It answers large threats directly.

 

4 Cost

 

Potiphar's Fluster is an Event that deals 6 damage to target enemy. It can remove a large Being or pressure a weakened Opponent.

 

5 Cost

 

Abram's Bad Dream is an Event that creates four Afflicted Man tokens, flooding your Storyline with bodies for defense or future pressure.

 

6 Cost

 

Chastising Stripes is an Event that deals 5 damage to target enemy Being and makes its owner lose 5 points. It swings both the Storyline and the score at the same time.

 

Generational Strife is an Event that deals 3 damage to all enemy Beings and Fears them. It clears weaker boards and locks down what survives.

 

7 Cost

 

Seven Year Famine is an Event that deals 5 damage to all enemy Beings, acting as a late-game board clear.

 

Father's Grief is an Event that deals 10 damage to target enemy. It can remove almost any Being or push major pressure against the Opponent.

 

Ark Of The Covenant is an Event that lets you choose to Draw seven Verses, refilling your Hand so you can take over the late Game.

 

Keys Of Hell And Death is an Event that returns all event verses from your Exile to your Hand. This can set up a massive follow-up Turn full of repeated value.

 

Deck Summary

 

Hebrew Torah Gospel Control wins by patience.

 

You answer threats, slow the Game down, Draw Verses, and survive until your late-game Events take over.

 

This Deck rewards careful timing. You do not need to answer everything immediately, but you do need to know which threats must be stopped before they snowball.

 

Stars Power Combo

 

Decklist

 

Praising Harp x4

Heathen Inheritance x4

Cast Out Of Heaven x4

Burning Altar x4

Truth Uncovered x4

Guarding Jerusalem x4

Deadly Scorpion x4

Virgin Birth x4

Lake Of Fire x4

Heavenly Protection x4

Brave Leader x4

Follow The Sun x4

Crushed Under Foot x4

Continue The Story x4

River Of Punishment x4

Imprisoned Dragon x3

Great White Throne x3

 

Strategy

 

Stars Power Combo is a Combo Deck built around explosive turns.

 

Your goal is to survive long enough to gather the right pieces, then create one or two huge Turns where your Events deal massive Damage and return key faith verses back to your Hand.

 

You often want to place certain low-cost Damage Events as Faith early, then use your Combo pieces to bring those faith verses back when it is time to go off.

 

Imprisoned Dragon is one of your most important Beings because Pray +2 increases your Event Damage. Once it is on the Storyline, your Damage Events become much more dangerous.

 

This Deck rewards planning. You need to know which Verses to keep, which Verses to place as Faith, and when to wait for the perfect Combo Turn.

 

0 Cost

 

Praising Harp is an Event that gives you 2 faith this Turn only. It helps you explode into multiple plays when it matters most.

 

1 Cost

 

Heathen Inheritance is an Event that returns a faith verse to your Hand and deals 4 damage to target enemy. It helps you keep chaining plays while applying major pressure.

 

2 Cost

 

Burning Altar is an Event with Discern. You either deal 2 damage to target Being, or Draw a Verse. This gives you flexibility while you set up.

 

Cast Out Of Heaven is an Event that Exiles target enemy Being and lets its owner Draw two Verses. It removes a threat, but gives the Opponent resources in return.

 

Truth Uncovered is an Event that makes all Beings lose Darkness and lets you Draw a Verse. It removes protection from Beings that could not be Challenged or Targeted before Interacting.

 

Guarding Jerusalem is an Event that returns a faith verse to your Hand and creates three Grateful Inhabitant tokens. This gives you defense while keeping your Combo resources moving.

 

3 Cost

 

Deadly Scorpion is a 1/1/4/0 Creep with Darkness and Unclean. Darkness protects it before it Interacts, and Unclean Exiles Beings it damages.

 

Virgin Birth is an Event with Discern. You either give target friendly Being +4 strength, or give it +4 hope and Protect. This lets you choose between pressure and defense.

 

Heavenly Protection is an Event that returns a faith verse to your Hand and deals 3 damage to all enemy Beings. It creates a major Storyline swing while keeping your resources flowing.

 

Lake Of Fire is an Event that Exiles all Verses from your Hand, then Exiles all Beings. This is a dangerous board reset that can clear the Storyline when the Game gets out of control, but it comes with a serious cost because you lose your Hand.

 

Brave Leader is a 0/3/0/4 Child that lets you Draw a Verse at your End Of Turn. It helps you find and hold your Combo pieces.

 

4 Cost

 

Follow The Sun is an Event with Discern. You either make target opponent lose 7 points, or restore 7 hope to target Being. This lets you choose between closing the Game and surviving longer.

 

Crushed Under Foot is an Event that deals 4 damage to target opponent and lets you Draw a Verse. It combines pressure with Hand advantage.

 

5 Cost

 

Continue The Story lets you choose target opponent, roll a die, Draw that many Verses, and make that Opponent lose that many points. A strong roll can create a huge swing.

 

River Of Punishment is an Event with Discern. You either deal 5 damage to target enemy Being, or deal 2 damage to all enemy Beings. This gives you a choice between single-target removal and board control.

 

Imprisoned Dragon is a 0/8/1/5 Dragon with Pray +2. It increases your Event Damage, making your Combo Turn hit much harder.

 

Great White Throne is an Event that Humbles all Beings, Exiles all Beings, and Removes all Verses from Exile. It resets everything when the Storyline gets out of control.

 

Deck Summary

 

Stars Power Combo wins by setting up a powerful chain of Events.

 

You survive early, build your Faith Area carefully, protect your key pieces, and then return important faith verses to your Hand when it is time to explode.

 

This Deck is harder to play than Aggro or Midrange, but when the pieces come together, it can create some of the biggest Turns in Bible TCG.

 

Conclusion

 

These Decklists are strong examples of what competitive Bible TCG can look like.

 

Elder Wrath Aggro teaches speed and pressure. Israel Church Midrange teaches flexibility and Storyline control. Hebrew Torah Gospel Control teaches patience and answers. Stars Power Combo teaches setup, timing, and explosive Turns.

 

You can copy these Decks exactly, but the real goal is to learn from them.

 

Test them, change a few Verses, study what works, and adjust them for the Decks you expect to face.

 

Now that you have strong Decklists to learn from, it’s time to study the Genesis Set one Age at a time.

 

We’ll begin with the Stars Age, where Bible TCG starts teaching Faith, protection, setup, and powerful future turns.

Chapter 17: Stars Age - Learn All The Stars Verses

 

Introduction

 

The Stars Age is about preparation, promise, and building toward something greater. Because this Age points forward before the rest of history unfolds, its gameplay is built around setup, Faith, protection, and powerful future turns.

 

In gameplay, Stars Verses help you generate Faith, strengthen friendly Beings, protect important positions, and prepare for large mid-game and late-game plays. This Age rewards players who think ahead instead of only reacting to the current turn.

 

As you study the Stars Verses, look for how small early plays can prepare the way for overwhelming pressure later. The Stars Age teaches you to build with purpose.

 

Praising Harp

 

Praising Harp is a Holy Rare Event from the Stars Age, costing 0 Faith and giving you 2 generic temporary Faith this Turn only. This makes it an essential resource booster, allowing you to make stronger plays earlier than expected.

 

Strategic Use In Gameplay

 

Praising Harp is a 0-Cost Holy Rare Event that gives you 2 Faith for the Turn. Because it costs nothing to Play, it can create sudden tempo swings and help you Play bigger Verses before your Opponent is ready.

 

It is especially useful when you need one extra burst of Faith to Create a powerful Being, Play an important Event, or build toward a major Combo Turn.

 

Synergies And Combinations

 

Midrange Power Spike: Praising Harp can help you Play high-cost Beings or powerful Events earlier, creating a strong Turn before your Opponent can stabilize.

 

Event Synergy: Because Praising Harp is an Event, it works well with Beings and Abilities that care about Events being Played.

 

Combo Setup: Praising Harp can help you reach the exact Faith total you need for a key Combo Turn, especially when you are trying to Play multiple Verses in one Turn.

 

Frequently Asked Questions

 

Q: Can I save the extra Faith from Praising Harp for the next Turn?

A: No. Praising Harp gives 2 Faith this Turn only. Any unused temporary Faith disappears when the Turn ends.

 

Q: Can I Play multiple copies of Praising Harp in one Turn?

A: Yes. If you have multiple copies in your Hand and can Play them, each one gives you 2 Faith this Turn only.

 

Q: Does Praising Harp count as an Event for Abilities that care about Events?

A: Yes. Praising Harp is an Event Verse, so it works with Abilities that care about Events being Played.

 

God’s Arrow

 

God’s Arrow is a Common Event from the Stars Age, costing 0 Faith and dealing 1 Damage to target Opponent. Because this Damage is dealt to an Opponent, it helps you Gain 1 Bible Point.

 

Strategic Use In Gameplay

 

God’s Arrow is a 0-Cost Event that gives you fast direct pressure without spending Faith. It can help you push toward 20 Bible Points, trigger Event-based synergies, and add value to Turns where you need one more small play.

 

Even though 1 Damage may seem small, it matters because Damage dealt to an Opponent helps you Gain Bible Points.

 

Synergies And Combinations

 

Event Chains: God’s Arrow works well in Decks that want to Play multiple Events in the same Turn.

 

Pray Synergy: God’s Arrow becomes stronger when combined with Beings that have Pray, because Pray increases Event Damage.

 

Efficient Pressure: Since God’s Arrow costs 0 Faith, it can apply pressure while leaving your Faith available for other Verses.

 

Frequently Asked Questions

 

Q: Can God’s Arrow target Beings

A: No. God’s Arrow specifically targets an Opponent, not a Being.

 

Q: Does God’s Arrow help me Gain Bible Points?

A: Yes. Because God’s Arrow deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Q: Can God’s Arrow be stopped by Protect?

A: No. Protect blocks Challenges to Adjacent Beings. God’s Arrow targets an Opponent directly, so Protect does not stop it.

 

Soaring Eagle

 

Soaring Eagle is a Common Fowl Being from the Stars Age, costing 1 Faith with 1 Strength, 1 Hope, 2 Reach, and 1 Move. Its Prophecy Ability Restores 1 Hope to target friendly Being when it is Created, making it a useful support Being.

 

Strategic Use In Gameplay

 

Soaring Eagle is a flexible support Being that brings value as soon as it enters the Storyline. Its Prophecy Ability can Restore 1 Hope to a friendly Being, helping damaged Beings survive longer.

 

Because it has 2 Reach, Soaring Eagle can also threaten more than the Slot directly in front of it, giving it more flexibility than many early Beings.

 

Synergies And Combinations

 

Restore Synergy: Soaring Eagle works well with Beings that benefit from Restoration or care about Beings being Restored.

 

Sustaining Key Beings: Soaring Eagle can help keep important friendly Beings alive, especially Beings with Protect, Pray, or other valuable Abilities.

 

Early Game Support: Soaring Eagle can help you keep tempo by Restoring a friendly Being while also adding another Being to the Storyline.

 

Frequently Asked Questions

 

Q: Can Soaring Eagle Restore itself when it is Created?

A: Yes. Once Soaring Eagle is Created, it is a friendly Being. However, if it has no Damage on it, Restoring Hope will not change anything.

 

Q: Can Soaring Eagle Restore an enemy Being?

A: No. Soaring Eagle Restores 1 Hope to target friendly Being.

 

Q: Is Soaring Eagle useful in aggressive Decks?

A: Yes, but mostly as support. It can help keep your aggressive Beings alive longer while adding another body to the Storyline.

 

Judging Crow

 

Judging Crow is an Uncommon Fowl Being from the Stars Age, costing 1 Faith with 1 Strength, 1 Hope, 1 Reach, and 2 Move. Its Prophecy Ability deals 1 Damage to target enemy Being when it is Created, making it an efficient early control tool.

 

Strategic Use In Gameplay

 

Judging Crow gives you immediate impact when it enters the Storyline. Its Prophecy Ability can finish off a damaged enemy Being, weaken an early threat, or help set up a favorable Challenge later in the Turn.

 

Because it costs only 1 Faith, it is easy to fit into early Turns while still developing your own Storyline.

 

Synergies And Combinations

 

Early Removal: Judging Crow is useful for weakening or finishing off small enemy Beings early in the Game.

 

Fowl Synergy: Judging Crow fits naturally into Fowl-focused Decks or Decks that care about Being Types.

 

Tempo Pressure: Judging Crow can help clear the way for your other Beings by damaging an enemy Being as soon as it is Created.

 

Frequently Asked Questions

 

Q: Can Judging Crow target the Opponent directly?

A: No. Judging Crow targets an enemy Being, not an Opponent.

 

Q: Can Judging Crow’s Prophecy Ability happen more than once?

A: Not normally. Prophecy triggers when the Being is Created. It will only trigger again if another effect causes Judging Crow to be Created again.

 

Q: Does Protect stop Judging Crow’s Ability?

A: No. Protect blocks Challenges to Adjacent Beings. It does not stop Ability Targeting. However, another rule, such as Darkness, may still stop a Being from being Targeted before it Interacts.

 

Cast Out Of Heaven

 

Cast Out Of Heaven is an Uncommon Event from the Stars Age, costing 2 Faith. It Exiles target enemy Being, then that Being’s owner Draws two Verses.

 

Strategic Use In Gameplay

 

Cast Out Of Heaven is a powerful low-cost removal Event. For only 2 Faith, it can remove a major enemy Being from the Storyline.

 

The drawback is that the owner of the Exiled Being Draws two Verses. This means you should use Cast Out Of Heaven carefully, especially when the extra Verses could help your Opponent recover.

 

It is strongest when removing the enemy Being matters more than the card advantage your Opponent receives.

 

Synergies And Combinations

 

Cheap Removal: Cast Out Of Heaven can remove a dangerous enemy Being for only 2 Faith.

 

Finishing Push: If an enemy Being is Blocking your path to the Opponent, Cast Out Of Heaven can clear the way for a direct Challenge.

 

Deck-Out Pressure: If your Opponent is low on Verses in their Main Deck, forcing them to Draw two Verses can become a serious downside for them instead of a benefit.

 

Frequently Asked Questions

 

Q: Can Cast Out Of Heaven target one of my own Beings?

A: No. Cast Out Of Heaven targets an enemy Being.

 

Q: Who Draws two Verses?

A: The owner of the Exiled Being Draws two Verses.

 

Q: Does Protect stop Cast Out Of Heaven?

A: No. Protect blocks Challenges to Adjacent Beings. It does not stop Ability Targeting. However, another rule, such as Darkness, may still stop a Being from being Targeted before it Interacts.

 

Blue Fish

 

Blue Fish is a Common Fish Being from the Stars Age, costing 2 Faith with 2 Strength, 2 Hope, 1 Reach, and 2 Move. It has no Ability, but it can also be Created by other Verses, such as Water Of Life.

 

Strategic Use In Gameplay

 

Blue Fish is a simple and reliable Being. Its balanced Stats make it useful for early Storyline presence, especially in Decks that want stable Beings without complicated Abilities.

 

Because Blue Fish can also be Created by Water Of Life, it can support Token-style strategies while still being a real Verse in the Set.

 

Synergies And Combinations

 

Fish Synergy: Blue Fish fits naturally into Fish-focused Decks or Decks that care about Being Types.

 

Token Creation: Some Verses, such as Water Of Life, can Create Blue Fish as a Token, helping you build your Storyline.

 

Early Game Body: Blue Fish gives you a basic Being that can Challenge, Block, and help maintain Storyline presence.

 

Frequently Asked Questions

 

Q: What can Create Blue Fish?

A: Water Of Life can Create a Blue Fish Token.

 

Q: Is Blue Fish a real Verse or only a Token?

A: Blue Fish is a real Verse in the Set, but it can also be Created as a Token by certain Abilities.

 

Q: Is Blue Fish good in aggressive Decks?

A: It can be used in aggressive Decks, but it is usually better in strategies that care about steady Storyline presence or Fish synergy.

 

Guard The Woman

 

Guard The Woman is an Uncommon Event from the Stars Age, costing 2 Faith. It gives target friendly Being +1 Strength, +2 Hope, and Protect.

 

Strategic Use In Gameplay

 

Guard The Woman is a strong protection Event that turns one of your friendly Beings into a better defender. The +1 Strength and +2 Hope make that Being harder to remove, while Protect helps defend Adjacent friendly Beings from Challenges.

 

This card is especially useful when you have an important Being beside the target you want to protect. Since Protect blocks Challenges to Adjacent Beings, positioning matters a lot when using Guard The Woman.

 

Synergies And Combinations

 

Protecting Key Beings: Use Guard The Woman on a Being beside an important support Being so your Opponent can’t Challenge that Adjacent Being directly.

 

Durable Defender: The +1 Strength and +2 Hope make the target stronger in Challenges and harder to Exile.

 

Positioning Control: Guard The Woman works best when your Storyline is arranged carefully, allowing the protected Being to defend the Beings directly beside it.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Does Guard The Woman’s +1 Strength and +2 Hope last permanently?

A: Yes. Since no duration is given, the Stat boost stays unless another effect removes it.

 

Q: Can I target a Being that already has Protect?

A: Yes. The Being still gets +1 Strength and +2 Hope. Having Protect more than once does not create an extra Protect effect.

 

Evasive Hare

 

Evasive Hare is a Common Beast Being from the Stars Age, costing 2 Faith with 1 Strength, 3 Hope, 1 Reach, and 3 Move. It has no Ability, but its high Move and solid Hope make it a useful early Being.

 

Strategic Use In Gameplay

 

Evasive Hare is a simple early-game Being that gives you mobility and survival. With 3 Hope, it can take more Damage than many small Beings, and with 3 Move, it can reposition across the Storyline more easily.

 

Even without an Ability, Evasive Hare can help you Block, set up Challenges, and protect your Storyline while you build toward stronger plays.

 

Synergies And Combinations

 

Early Defense: Evasive Hare can help slow down aggressive openings by occupying a Slot and taking early Damage.

 

Mobility: With 3 Move, Evasive Hare can shift across the Storyline to Block, avoid danger, or line up a better Challenge.

 

Beast Synergy: Evasive Hare fits naturally into Decks that care about Beasts or want simple, reliable early Beings.

 

Frequently Asked Questions

 

Q: Does Evasive Hare have an Ability?

A: No. Evasive Hare has no Ability. Its value comes from its Stats.

 

Q: Can Evasive Hare be improved with buffs?

A: Yes. Stat boosts can make Evasive Hare much more threatening, especially because it already has solid Hope and high Move.

 

Q: Is Evasive Hare good in aggressive Decks?

A: It can be used in aggressive Decks, but it is usually better as a flexible early Being that helps with Blocking, positioning, and Storyline control.

 

Water Of Life

 

Water Of Life is a Rare Event from the Stars Age, costing 2 Faith. It has Discern, letting you choose between giving target friendly Being +2 Strength and +2 Hope, or Creating a Blue Fish Token.

 

Strategic Use In Gameplay

 

Water Of Life is a flexible Event that can adapt to your current Storyline. If you already have a friendly Being worth strengthening, you can give it +2 Strength and +2 Hope. If you need another Being instead, you can Create a Blue Fish Token.

 

This makes Water Of Life useful in many situations. It can help one Being become a stronger threat, or it can help rebuild your Storyline by Creating a new Being.

 

Synergies And Combinations

 

Strengthening A Key Being: Use Water Of Life to make an important friendly Being stronger and harder to Exile.

 

Token Creation: If you need another Being on the Storyline, Water Of Life can Create a Blue Fish Token.

 

Flexible Play: Because of Discern, Water Of Life gives you a choice based on what the Game currently needs.

 

Frequently Asked Questions

 

Q: Can I Play Water Of Life if I have no friendly Beings?

A: Yes. If you have no friendly Being to target, you can choose the option to Create a Blue Fish Token.

 

Q: Can I choose both options?

A: No. Discern means you choose one option, unless another effect specifically says otherwise.

 

Q: Does the +2 Strength and +2 Hope last permanently?

A: Yes. Since no duration is given, the Stat boost stays unless another effect removes it.

 

Burning Altar

 

Burning Altar is an Uncommon Event from the Stars Age, costing 2 Faith. It has Discern, letting you choose between dealing 2 Damage to target Being or Drawing a Verse.

 

Strategic Use In Gameplay

 

Burning Altar is a flexible Event that gives you either removal pressure or card advantage. If there is a Being you need to weaken or finish off, you can deal 2 Damage to it. If you need more options instead, you can Draw a Verse.

 

Because it can target any Being, not only enemy Beings, Burning Altar can also be used on your own Being when that creates a strategic benefit.

 

Synergies And Combinations

 

Early Removal: Burning Altar can deal 2 Damage to a small enemy Being or finish off a damaged threat.

 

Card Draw: If Damage is not the right play, Burning Altar can help you Draw into more options.

 

Patience Setup: Since Burning Altar can target your own Being, it can help activate Patience by damaging one of your own Beings.

 

Frequently Asked Questions

 

Q: Can I Play Burning Altar if there are no Beings on the Storyline?

A: Yes. You can choose the option to Draw a Verse.

 

Q: Can Burning Altar target my own Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Does Discern let me use both effects?

A: No. Discern means you choose one option, unless another effect specifically says otherwise.

 

Deadly Scorpion

 

Deadly Scorpion is a Rare Creep Being from the Stars Age, costing 3 Faith with 1 Strength, 1 Hope, 4 Reach, and 0 Move. It has Darkness and Unclean, making it difficult to Target before it Interacts and deadly to any Being it damages.

 

Strategic Use In Gameplay

 

Deadly Scorpion is a small but dangerous Being that can threaten a large part of the Storyline. Its 4 Reach means it can Challenge many enemy Beings from its Slot, while Unclean means any Being it damages is Exiled.

 

Because it has Darkness, Deadly Scorpion is protected before it Interacts. This gives you time to set it up and choose the right moment to strike.

 

Synergies And Combinations

 

Unclean Removal: Deadly Scorpion can Exile enemy Beings it damages, even if they still have Hope remaining.

 

Protected Setup: Darkness helps Deadly Scorpion stay safe before it Interacts, forcing your Opponent to wait or use non-targeting effects.

 

High Reach Threat: With 4 Reach, Deadly Scorpion can threaten a wide section of the Opponent’s Storyline.

 

Frequently Asked Questions

 

Q: Can Deadly Scorpion be Targeted before it Interacts?

A: No. Because it has Darkness, it cannot be Targeted before it Interacts.

 

Q: What happens if Deadly Scorpion damages a Being with high Hope?

A: That Being is Exiled because of Unclean, even if it still has Hope remaining.

 

Q: Does Unclean still work if Deadly Scorpion is Exiled in the same Challenge?

A: Yes. As long as Deadly Scorpion deals Damage to the other Being, Unclean Exiles that Being after Damage is dealt.

 

Lost Lamb

 

Lost Lamb is an Uncommon Cattle Being from the Stars Age, costing 3 Faith with 2 Strength, 3 Hope, 3 Reach, and 2 Move. Its Ability gives all other friendly Cattle +1 Strength.

 

Strategic Use In Gameplay

 

Lost Lamb is a strong support Being for Cattle-focused Decks. It does not buff itself, but it makes all your other friendly Cattle more dangerous.

 

Because its Ability is ongoing, every other friendly Cattle on your Storyline becomes stronger while Lost Lamb remains active.

 

Synergies And Combinations

 

Cattle Support: Lost Lamb is best in Decks with several Cattle Beings, where its +1 Strength can affect multiple targets.

 

Wide Storyline Pressure: The more Cattle you have on the Storyline, the more value Lost Lamb gives you.

 

Stacking Buffs: Multiple Lost Lambs can stack their effects, making your other friendly Cattle much stronger.

 

Frequently Asked Questions

 

Q: Does Lost Lamb give itself +1 Strength?

A: No. Lost Lamb gives +1 Strength to all other friendly Cattle.

 

Q: Do Cattle Created after Lost Lamb still get the bonus?

A: Yes. As long as Lost Lamb is on the Storyline and its Ability is active, other friendly Cattle have +1 Strength.

 

Q: Do multiple Lost Lambs stack?

A: Yes. Each Lost Lamb gives its own +1 Strength bonus to other friendly Cattle.

 

Light In The Darkness

 

Light In The Darkness is a Common Event from the Stars Age, costing 3 Faith. It gives all friendly Beings +2 Strength this Turn only.

 

Strategic Use In Gameplay

 

Light In The Darkness is a strong temporary buff for Decks that build a wide Storyline. It can help your Beings win Challenges, Exile enemy Beings, or push for a large direct attack against your Opponent.

 

Because the bonus only lasts this Turn, you want to Play it when your Storyline is ready to take advantage of the extra Strength right away.

 

Synergies And Combinations

 

Finishing Push: Light In The Darkness can turn a full Storyline into a sudden burst of Bible Points.

 

Better Challenges: The +2 Strength boost can help your Beings win key Challenges and clear enemy Beings from the Storyline.

 

Wide Storyline: The more friendly Beings you have when you Play it, the more total value this Event gives you.

 

Frequently Asked Questions

 

Q: Does the +2 Strength last beyond this Turn?

A: No. Light In The Darkness gives +2 Strength this Turn only.

 

Q: Does Light In The Darkness affect every friendly Being?

A: Yes. It gives all friendly Beings +2 Strength this Turn only.

 

Q: Is Light In The Darkness better with one Being or many Beings?

A: It is usually stronger with many Beings, because the +2 Strength bonus applies to all friendly Beings.

 

Virgin Birth

 

Virgin Birth is a Common Event from the Stars Age, costing 3 Faith. It has Discern, letting you choose between giving target friendly Being +4 Strength, or giving it +4 Hope and Protect.

 

Strategic Use In Gameplay

 

Virgin Birth is a flexible Event that can support either offense or defense. If you need pressure, you can give a friendly Being +4 Strength. If you need protection, you can give a friendly Being +4 Hope and Protect.

 

This makes Virgin Birth useful in many different situations. It can help you win a key Challenge, protect an important Being, or set up a stronger defensive position on the Storyline.

 

Synergies And Combinations

 

Offensive Burst: Giving +4 Strength can turn a small Being into a major threat.

 

Defensive Protection: Giving +4 Hope and Protect can make a Being harder to Exile while helping it defend Adjacent Beings.

 

Discern Flexibility: Virgin Birth lets you choose the option that best fits the current Game state.

 

Frequently Asked Questions

 

Q: Can I choose both options?

A: No. Discern means you choose one option, unless another effect specifically says otherwise.

 

Q: Does the +4 Strength or +4 Hope last permanently?

A: Yes. Since no duration is given, the Stat bonus stays unless another effect removes it.

 

Q: Can I use Virgin Birth on a Being that already has Protect?

A: Yes. The Being can still receive +4 Hope. Having Protect more than once does not create an extra Protect effect.

 

Rising Dolphin

 

Rising Dolphin is a Common Fish Being from the Stars Age, costing 4 Faith with 5 Strength, 3 Hope, 3 Reach, and 5 Move. It has no Ability, but its strong Stats make it a powerful midgame Being.

 

Strategic Use In Gameplay

 

Rising Dolphin is a straightforward midgame threat. With 5 Strength, it can deal serious Damage in Challenges or pressure the Opponent directly if it is not Blocked.

 

Its 5 Move also makes it very mobile, allowing it to reposition across the Storyline and find better Challenges or open lanes.

 

Synergies And Combinations

 

High Strength Pressure: Rising Dolphin can threaten enemy Beings or help Gain Bible Points through direct Challenges.

 

Mobility: With 5 Move, Rising Dolphin can shift across the Storyline to find better positioning.

 

Fish Synergy: Rising Dolphin fits naturally into Fish-focused Decks or Decks that want strong midgame Beings.

 

Frequently Asked Questions

 

Q: Does Rising Dolphin have an Ability?

A: No. Rising Dolphin has no Ability. Its value comes from its Stats.

 

Q: Can Rising Dolphin be improved with buffs?

A: Yes. Like any Being, Rising Dolphin can benefit from Strength, Hope, Protect, or other effects.

 

Q: Is Rising Dolphin better for offense or defense?

A: Rising Dolphin is usually better offensively because of its 5 Strength and high Move, but it can also Block and trade well when needed.

 

Follow The Sun

 

Follow The Sun is an Uncommon Event from the Stars Age, costing 4 Faith. It has Discern, letting you choose between making target Opponent lose 7 Points or Restoring 7 Hope to target Being.

 

Strategic Use In Gameplay

 

Follow The Sun is a flexible Event that can either slow down an Opponent’s progress or help a damaged Being survive. The point-loss option can pull an Opponent away from victory, while the Restoration option can keep an important Being on the Storyline.

 

Because Discern gives you a choice, Follow The Sun can be useful whether you are behind, ahead, attacking, or defending.

 

Synergies And Combinations

 

Point Control: Making target Opponent lose 7 Points can slow down aggressive Decks or stop an Opponent from winning.

 

Saving A Key Being: Restoring 7 Hope can remove a large amount of Damage from an important Being.

 

Discern Flexibility: Follow The Sun lets you choose between score control and Storyline survival based on what the Game needs.

 

Frequently Asked Questions

 

Q: Can Follow The Sun Restore any Being?

A: Yes. It says target Being, so it can Restore a friendly Being or an enemy Being.

 

Q: Does making an Opponent lose 7 Points count as Damage?

A: No. Point loss is not Damage.

 

Q: Can I choose both options?

A: No. Discern means you choose one option, unless another effect specifically says otherwise.

 

Rejected Horseman

 

Rejected Horseman is an Uncommon Lord Being from the Stars Age, costing 4 Faith with 2 Strength, 4 Hope, 5 Reach, and 3 Move. It has Discern, letting you choose between dealing 2 Damage to target enemy Being or Humbling it.

 

Strategic Use In Gameplay

 

Rejected Horseman is a control Being that gives you a useful choice when it is Created. You can deal 2 Damage to an enemy Being if you need removal pressure, or you can Humble it if its Ability is the bigger threat.

 

Its 5 Reach also gives it excellent Challenge coverage from the Storyline, allowing it to threaten a wide range of enemy Beings.

 

Synergies And Combinations

 

Ability Control: Humble can cancel dangerous Abilities such as Protect, Darkness, Eternal, Pray, or other ongoing effects.

 

Damage Pressure: Dealing 2 Damage can finish off a weakened enemy Being or set it up for a later Challenge.

 

High Reach: With 5 Reach, Rejected Horseman can Challenge across the entire front-facing Storyline from most positions.

 

Frequently Asked Questions

 

Q: What does Humble do?

A: Humble cancels Abilities. It can also remove added Strength and Hope from other effects, but it does not remove Damage Counters.

 

Q: Can Rejected Horseman target the Opponent directly with its Discern Ability?

A: No. Its Discern Ability either deals 2 Damage to target enemy Being or Humbles that enemy Being.

 

Q: Can I choose the same Discern option every time I Create Rejected Horseman?

A: Yes. Each time the Ability resolves, you choose whichever option is best for that situation.

 

Crushed Under Foot

 

Crushed Under Foot is a Common Event from the Stars Age, costing 4 Faith. It deals 4 Damage to target Opponent, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Crushed Under Foot combines direct pressure with card draw. Because it deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

After that, you Draw a Verse, helping you keep pressure while replacing the card in your Hand.

 

Synergies And Combinations

 

Direct Pressure: Crushed Under Foot can help you Gain Bible Points quickly by dealing Damage to the Opponent.

 

Card Draw: Drawing a Verse helps replace Crushed Under Foot and keeps your Hand moving.

 

Pray Synergy: Beings with Pray increase Event Damage, making Crushed Under Foot even more dangerous.

 

Frequently Asked Questions

 

Q: Can Crushed Under Foot target a Being?

A: No. Crushed Under Foot targets an Opponent.

 

Q: Does Crushed Under Foot help me Gain Bible Points?

A: Yes. Since it deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Q: Can Pray increase the Damage from Crushed Under Foot?

A: Yes. Pray increases Event Damage, so it can increase the Damage Crushed Under Foot deals to the Opponent.

 

Piercing Bull

 

Piercing Bull is a Common Cattle Being from the Stars Age, costing 5 Faith with 5 Strength, 2 Hope, 2 Reach, and 4 Move. It has Zeal, which lets it Challenge immediately.

 

Strategic Use In Gameplay

 

Piercing Bull is a fast offensive Being. With 5 Strength and Zeal, it can immediately Challenge the Turn it is Created, giving you instant pressure.

 

Its low Hope means it can be removed more easily than some other 5-Cost Beings, but its immediate impact can make up for that weakness.

 

Synergies And Combinations

 

Immediate Pressure: Zeal lets Piercing Bull Challenge immediately, which can surprise your Opponent.

 

Cattle Synergy: Piercing Bull works well with Cattle support cards such as Lost Lamb.

 

Direct Challenge Threat: If the lane is open and Piercing Bull is not Blocked, it can Challenge the Opponent directly and help you Gain Bible Points.

 

Frequently Asked Questions

 

Q: Can Piercing Bull Challenge the Turn it is Created?

A: Yes. Zeal lets it Challenge immediately.

 

Q: Does Zeal let Piercing Bull Move immediately?

A: No. Zeal lets it Challenge immediately. It does not let it Move immediately unless another effect allows it.

 

Q: Does Piercing Bull still deal Damage if it is Exiled in the same Challenge?

A: Yes. When Beings Challenge each other, they deal Damage to each other. Piercing Bull can still deal its Challenge Damage even if it is Exiled afterward.

 

Continue The Story

 

Continue The Story is a Rare Event from the Stars Age, costing 5 Faith. It lets you choose target Opponent, roll a die, Draw that many Verses, and make that Opponent lose that many Points.

 

Strategic Use In Gameplay

 

Continue The Story can create a major swing. A high roll gives you more Verses in Hand while also reducing your Opponent’s Bible Points.

 

Because the same roll controls both effects, Continue The Story can be unpredictable, but its ceiling is very strong.

 

Synergies And Combinations

 

Hand Refill: Continue The Story can Draw several Verses at once, helping you find more plays.

 

Point Control: Making target Opponent lose Points can slow them down or pull them away from victory.

 

Combo Support: Drawing multiple Verses can help Combo Decks find the pieces they need for a bigger Turn.

 

Frequently Asked Questions

 

Q: What kind of die should I roll?

A: Use a standard six-sided die.

 

Q: Do I Draw the same number of Verses as the Points the Opponent loses?

A: Yes. You roll once, then Draw that many Verses, and that Opponent loses that many Points.

 

Q: Does the point loss count as Damage?

A: No. Point loss is not Damage.

 

River Of Punishment

 

River Of Punishment is a Common Event from the Stars Age, costing 5 Faith. It has Discern, letting you choose between dealing 5 Damage to target enemy Being or dealing 2 Damage to all enemy Beings.

 

Strategic Use In Gameplay

 

River Of Punishment is a flexible removal Event that can answer different Storyline situations. If your Opponent has one major threat, you can deal 5 Damage to target enemy Being. If your Opponent has several smaller Beings, you can deal 2 Damage to all enemy Beings instead.

 

Because of Discern, River Of Punishment gives you control over whether you want focused removal or wide Storyline pressure.

 

Synergies And Combinations

 

Single Threat Removal: Use the 5 Damage option to weaken or Exile one dangerous enemy Being.

 

Wide Storyline Damage: Use the 2 Damage option when your Opponent has multiple enemy Beings on the Storyline.

 

Pray Synergy: Since River Of Punishment is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can River Of Punishment deal Damage to friendly Beings?

A: No. Both options affect enemy Beings only.

 

Q: Can the 2 Damage option affect a Being with Darkness?

A: Yes. The 2 Damage option affects all enemy Beings and does not Target. Darkness does not stop non-targeting effects.

 

Q: Can I choose both Discern options?

A: No. Discern means you choose one option, unless another effect specifically says otherwise.

 

Elder Ram

 

Elder Ram is an Uncommon Cattle Being from the Stars Age, costing 6 Faith with 5 Strength, 5 Hope, 2 Reach, and 5 Move. It has Discern, letting you choose between dealing 2 Damage to target enemy Being or giving Elder Ram +2 Hope and Protect.

 

Strategic Use In Gameplay

 

Elder Ram is a strong Cattle Being that can either help control the Storyline or become harder to remove. If your Opponent has a Being you need to weaken, Elder Ram can deal 2 Damage to target enemy Being. If you need a durable protector instead, Elder Ram can give itself +2 Hope and Protect.

 

This makes Elder Ram flexible, especially in Decks that want large Beings, Cattle synergy, and strong defensive positioning.

 

Synergies And Combinations

 

Flexible Creation: Elder Ram can either damage an enemy Being or strengthen itself when it is Created.

 

Protect Setup: Giving Elder Ram Protect helps it defend Adjacent friendly Beings from Challenges.

 

Cattle Synergy: Elder Ram works well with other Cattle support cards, especially when your Deck wants to build a strong Storyline.

 

Frequently Asked Questions

 

Q: Does Protect make Elder Ram protect every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Does the +2 Hope last permanently?

A: Yes. Since no duration is given, the +2 Hope stays unless another effect removes it.

 

Q: Can Elder Ram use both Discern options?

A: No. Discern means you choose one option, unless another effect specifically says otherwise.

 

Tribal Lion

 

Tribal Lion is a Common Beast Being from the Stars Age, costing 6 Faith with 6 Strength, 5 Hope, 3 Reach, and 4 Move. It has Protect, allowing it to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Tribal Lion is a powerful defensive and offensive Being. With 6 Strength and 5 Hope, it can Challenge effectively while also being difficult to Exile.

 

Its Protect Ability makes positioning especially important. When placed beside valuable friendly Beings, Tribal Lion can help keep them safe from Challenges.

 

Synergies And Combinations

 

Protecting Key Beings: Place Tribal Lion beside important friendly Beings so it can block Challenges to them.

 

Strong Challenge Presence: With 6 Strength, Tribal Lion can deal serious Damage in Challenges.

 

Beast Synergy: Tribal Lion fits naturally into Decks that care about Beasts or want large, durable Beings.

 

Frequently Asked Questions

 

Q: Does Protect force the Opponent to Challenge Tribal Lion first?

A: Not exactly. Protect blocks Challenges to Adjacent Beings. It does not protect every friendly Being on your Storyline.

 

Q: Can Tribal Lion still be Targeted by Events?

A: Yes. Protect only affects Challenges to Adjacent Beings. It does not stop Ability Targeting.

 

Q: Is Tribal Lion better for offense or defense?

A: Tribal Lion can do both. Its high Strength makes it a strong attacker, while Protect helps it defend Adjacent friendly Beings.

 

Good Shepherd

 

Good Shepherd is a Rare Lord Being from the Stars Age, costing 7 Faith with 8 Strength, 6 Hope, 4 Reach, and 7 Move. It has Resurrect, giving all other friendly Beings +2 Strength and +2 Hope when it is Exiled.

 

Strategic Use In Gameplay

 

Good Shepherd is a powerful late-game Being that creates major pressure while also threatening a large Resurrect payoff. Your Opponent has to deal with its 8 Strength, but if Good Shepherd is Exiled, your other friendly Beings become much stronger.

 

Good Shepherd is especially powerful when you already have several other friendly Beings on the Storyline.

 

Synergies And Combinations

 

Wide Storyline Buff: Good Shepherd is strongest when you have multiple other friendly Beings ready to receive the +2 Strength and +2 Hope.

 

Resurrect Pressure: Your Opponent may hesitate to Exile Good Shepherd because doing so strengthens the rest of your Storyline.

 

Late-Game Threat: With 8 Strength, Good Shepherd is dangerous even before its Resurrect Ability triggers.

 

Frequently Asked Questions

 

Q: Does Good Shepherd give itself +2 Strength and +2 Hope?

A: No. Good Shepherd gives +2 Strength and +2 Hope to all other friendly Beings.

 

Q: When does Good Shepherd’s Resurrect Ability trigger?

A: Resurrect triggers when Good Shepherd is Exiled from the Storyline.

 

Q: Do Beings Created after Good Shepherd is Exiled get the bonus?

A: No. Only the other friendly Beings on the Storyline when Good Shepherd’s Resurrect Ability resolves get the bonus.

 

Dragon From The North

 

Dragon From The North is a Holy Rare Dragon Being from the Stars Age, costing 7 Faith with 8 Strength, 8 Hope, 4 Reach, and 4 Move. Its Prophecy Ability Exiles all Verses from your Hand, then Exiles all other Beings.

 

Strategic Use In Gameplay

 

Dragon From The North is one of the most dramatic reset Beings in the Genesis Set. When it is Created, you lose every Verse in your Hand, but every other Being on the Storyline is Exiled.

 

This makes Dragon From The North extremely powerful when your Hand is already low or when the Storyline is filled with enemy threats. After the reset, Dragon From The North remains as a massive 8 Strength and 8 Hope threat.

 

Synergies And Combinations

 

Storyline Reset: Dragon From The North can clear every other Being from the Storyline when it is Created.

 

Low-Hand Timing: Dragon From The North is strongest when you have few or no Verses left in Hand, reducing the drawback.

 

Massive Finisher: After clearing the Storyline, Dragon From The North can threaten direct Challenges on later Turns.

 

Frequently Asked Questions

 

Q: Does Dragon From The North Exile itself?

A: No. It Exiles all other Beings, so Dragon From The North stays on the Storyline.

 

Q: What happens if I have no Verses in Hand?

A: You still Exile all Verses from your Hand, which means nothing happens for that part. Then all other Beings are Exiled.

 

Q: Do I need to Exile Verses from my Hand before Exiling the other Beings?

A: Yes. When Dragon From The North is Created, follow its Ability in order. First, Exile all Verses from your Hand. Then, Exile all other Beings.

 

Conclusion

 

The Stars Age teaches you how to prepare early and play toward bigger turns.

 

Now that you understand how Stars Verses use Faith, protection, buffs, and powerful finishers, the next step is to see how the Storyline begins to fill with life.

 

In the Elder Age, we’ll look at Tokens, early Beings, Exile rewards, and the kind of gameplay that grows quickly across the Storyline.

Chapter 18: Elder Age - Learn All The Elder Verses

 

Introduction

 

The Elder Age is about early life, growth, and the first major conflicts on the Storyline. Because this Age reflects a world becoming full, its gameplay focuses on creating Beings, filling space, and building momentum quickly.

 

In gameplay, Elder Verses help you create Tokens, support Cattle, grow from Exile, and turn one play into several Beings. This Age rewards players who want a wide Storyline and steady board presence.

 

As you study the Elder Verses, pay attention to how quickly this Age can multiply its threats. Elder gameplay is about filling the Storyline before your Opponent is ready.

 

Primeval Fish

 

Primeval Fish is an Uncommon Fish Being from the Elder Age, costing 0 Faith with 1 Strength, 1 Hope, 1 Reach, and 0 Move. It has no Ability, but it gives Fish Decks an easy early Being.

 

Strategic Use In Gameplay

 

Primeval Fish is a simple 0-Cost Being that can help you build your Storyline without using Faith. Since it costs 0 Faith, it does not use or rotate a faith verse when Played.

 

However, like all 0-Cost Verses, it still needs at least one available Elder Age faith verse before you can Play it.

 

Synergies And Combinations

 

Early Storyline Presence: Primeval Fish can help you add a Being to the Storyline without spending Faith.

 

Fish Synergy: Primeval Fish works well in Decks that care about Fish or want more low-cost Beings.

 

Efficient Turns: Because it costs 0 Faith, Primeval Fish can be Played alongside other Verses in the same Turn.

 

Frequently Asked Questions

 

Q: Can I Play Primeval Fish without using Faith?

A: Yes. Primeval Fish costs 0 Faith, so it does not use or rotate a faith verse.

 

Q: Do I still need an Elder Age faith verse to Play Primeval Fish?

A: Yes. Since it is an Elder Age Verse, you need at least one available Elder Age faith verse to Play it, even though it costs 0 Faith.

 

Q: Does Primeval Fish have an Ability?

A: No. Primeval Fish has no Ability. Its value comes from being a simple low-cost Fish Being.

 

Shame’s Awakening

 

Shame’s Awakening is an Uncommon Event from the Elder Age, costing 1 Faith. It sets target Being’s Hope to 1.

 

Strategic Use In Gameplay

 

Shame’s Awakening is a low-cost Event that can make a major Being much easier to Exile. By setting a target Being’s Hope to 1, it can turn even a large threat into something that can be removed with a small amount of Damage.

 

Because it can target any Being, not only enemy Beings, it can also be used on your own Being in rare situations where changing its Hope to 1 helps your strategy.

 

Synergies And Combinations

 

Weakening Big Beings: Shame’s Awakening can make high-Hope Beings much easier to remove.

 

Damage Follow-Up: After setting a Being’s Hope to 1, even 1 Damage may be enough to Exile it.

 

Event Synergy: Shame’s Awakening works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can Shame’s Awakening target a Being with high Hope?

A: Yes. Shame’s Awakening can target any Being and set that Being’s Hope to 1, making even a large Being much easier to Exile.

 

Q: Can Shame’s Awakening target friendly Beings?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Does Shame’s Awakening deal Damage?

A: No. It sets target Being’s Hope to 1. It does not deal Damage.

 

Son Of Man

 

Son Of Man is a Common Child Being from the Elder Age, costing 1 Faith with 1 Strength, 1 Hope, 2 Reach, and 2 Move. It has no Ability, but it can also be Created by Eve, Mother Of All.

 

Strategic Use In Gameplay

 

Son Of Man is a simple early Being that helps establish Storyline presence. Its 2 Reach and 2 Move give it enough flexibility to Challenge, Block, or reposition as the Game develops.

 

Son Of Man can also be Created as a Token by Eve, Mother Of All, making it useful in Decks that want to build a wider Storyline.

 

Synergies And Combinations

 

Early Storyline Presence: Son Of Man gives you a low-cost Being that can help fill the Storyline early.

 

Token Creation: Eve, Mother Of All can Create two Son Of Man Tokens when she is Created.

 

Child Synergy: Son Of Man works well in Decks that care about Children, Tokens, or low-cost Beings.

 

Frequently Asked Questions

 

Q: Does Son Of Man have an Ability?

A: No. Son Of Man has no Ability.

 

Q: What can Create Son Of Man Tokens?

A: Eve, Mother Of All can Create two Son Of Man Tokens with her Prophecy Ability.

 

Q: Does Creating a Son Of Man Token count as Playing a Being?

A: Yes. Creating a Token counts as Playing a Being Verse from the Out-Of-Game Zone and Creating it onto the Storyline. It is not Played from your Hand, and you do not pay its Cost.

 

Tempting Fruit

 

Tempting Fruit is an Uncommon Event from the Elder Age, costing 1 Faith. It deals 2 Damage to target Opponent.

 

Strategic Use In Gameplay

 

Tempting Fruit is a simple direct-Damage Event that helps you push toward 20 Bible Points. Since it deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Because it costs only 1 Faith, it is easy to combine with other plays during the same Turn.

 

Synergies And Combinations

 

Direct Pressure: Tempting Fruit helps you Gain Bible Points by dealing Damage to the Opponent.

 

Pray Synergy: Beings with Pray increase Event Damage, making Tempting Fruit more dangerous.

 

Event Chains: Tempting Fruit works well in Decks that want to Play multiple Events in the same Turn.

 

Frequently Asked Questions

 

Q: Can Tempting Fruit target a Being?

A: No. Tempting Fruit targets an Opponent.

 

Q: Does Tempting Fruit help me Gain Bible Points?

A: Yes. Since it deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Q: Does point loss work the same way as Tempting Fruit?

A: No. Tempting Fruit deals Damage. Point loss is not Damage.

 

Boarding The Ark

 

Boarding The Ark is an Uncommon Event from the Elder Age, costing 1 Faith. It gives target friendly Being Eternal this Turn only.

 

Strategic Use In Gameplay

 

Boarding The Ark is a strong temporary protection Event. By giving a friendly Being Eternal this Turn only, it prevents that Being from taking Damage for the rest of the Turn.

 

This can help you protect an important Being, survive a dangerous Challenge, or create a safe attack into a stronger enemy Being.

 

Synergies And Combinations

 

Safe Challenge: Use Boarding The Ark before a key Challenge so your friendly Being can deal Damage without taking Damage back.

 

Protecting Key Beings: Boarding The Ark can keep an important friendly Being safe from Damage for the Turn.

 

Event Synergy: Boarding The Ark works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: What does Eternal do?

A: Eternal means the Being can’t take Damage.

 

Q: Does Boarding The Ark last permanently?

A: No. Boarding The Ark gives Eternal this Turn only.

 

Q: Does Eternal stop Exile or Humble?

A: No. Eternal stops Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Curious Mouse

 

Curious Mouse is a Common Creep Being from the Elder Age, costing 1 Faith with 1 Strength, 1 Hope, 3 Reach, and 0 Move. Its Ability gives Adjacent Creeps Zeal.

 

Strategic Use In Gameplay

 

Curious Mouse is a low-cost support Being for Creep-focused Decks. Its main value comes from giving Adjacent Creeps Zeal, allowing them to Challenge immediately when they are Created.

 

Because Curious Mouse has 0 Move, positioning matters. You want to Create it in a Slot where future Creeps can be Created beside it and take advantage of Zeal right away.

 

Synergies And Combinations

 

Creep Support: Curious Mouse is best when placed beside other Creeps that want to Challenge immediately.

 

Zeal Pressure: Giving Adjacent Creeps Zeal can help your Deck make aggressive plays the Turn new Creeps are Created.

 

Positioning Setup: Since Curious Mouse has 0 Move, choosing the right Slot when you Create it is very important.

 

Frequently Asked Questions

 

Q: Does Curious Mouse give itself Zeal?

A: No. Curious Mouse gives Zeal to Adjacent Creeps, not to itself.

 

Q: Does Curious Mouse give Zeal to non-Creep Beings?

A: No. Its Ability only affects Adjacent Creeps.

 

Q: Does Zeal let a Being Move immediately?

A: No. Zeal lets a Being Challenge immediately. It does not let that Being Move immediately.

 

Deceived Woman

 

Deceived Woman is a Common Woman Being from the Elder Age, costing 1 Faith with 1 Strength, 1 Hope, 2 Reach, and 3 Move. It has no Ability, but it can be Created by other Verses.

 

Strategic Use In Gameplay

 

Deceived Woman is a simple early Being that helps build your Storyline. Its 3 Move gives it strong positioning flexibility, allowing it to shift across your Storyline when needed.

 

Even though it has no Ability, Deceived Woman can still Challenge, Block, receive buffs, and support strategies that care about Women or low-cost Beings.

 

Synergies And Combinations

 

Early Storyline Presence: Deceived Woman gives you a low-cost Being that can help fill the Storyline early.

 

Token Creation: Some Verses, such as Adam, One Flesh and Deceptive Serpent, can Create a Deceived Woman Token.

 

High Move: With 3 Move, Deceived Woman can reposition easily to Block, avoid danger, or line up better Challenges.

 

Frequently Asked Questions

 

Q: Does Deceived Woman have an Ability?

A: No. Deceived Woman has no Ability.

 

Q: Is Deceived Woman a real Verse or only a Token?

A: Deceived Woman is a real Verse in the Set, but it can also be Created as a Token by certain Abilities.

 

Q: Can Deceived Woman be buffed like other Beings?

A: Yes. Once Deceived Woman is on the Storyline, it is a Being and can receive Strength, Hope, Protect, or other effects.

 

Pleasant Discovery

 

Pleasant Discovery is a Rare Event from the Elder Age, costing 1 Faith. It lets you Draw three Verses, then Exile two of those three Verses from your Hand.

 

Strategic Use In Gameplay

 

Pleasant Discovery is a powerful card selection Event. It lets you look at three new Verses, keep the best one, and Exile the other two.

 

This makes Pleasant Discovery useful when you are searching for a specific Verse, trying to improve your next few plays, or digging for an important Combo piece.

 

Because the two Exiled Verses must be from the three Verses you just Drew, Pleasant Discovery does not force you to Exile other Verses that were already in your Hand.

 

Synergies And Combinations

 

Card Selection: Pleasant Discovery helps you see three new Verses and keep the one that best fits your current Game plan.

 

Combo Digging: Drawing three Verses can help Combo Decks find a key piece more quickly.

 

Event Synergy: Pleasant Discovery works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Do I have to Exile two of the Verses I just Drew?

A: Yes. Pleasant Discovery says to Draw three Verses and Exile two of them from your Hand, so the two Exiled Verses must come from the three Verses you just Drew.

 

Q: Can I Exile two different Verses that were already in my Hand?

A: No. You must Exile two of the three Verses you just Drew.

 

Q: Do I get to choose which one of the three Verses I keep?

A: Yes. After Drawing three Verses, choose one to keep and Exile the other two from your Hand.

 

Adam, One Flesh

 

Adam, One Flesh is an Uncommon Chief Being from the Elder Age, costing 2 Faith with 1 Strength, 1 Hope, 2 Reach, and 0 Move. Its Prophecy Ability Creates a Deceived Woman Token.

 

Strategic Use In Gameplay

 

Adam, One Flesh is a low-cost Being that immediately builds your Storyline when it is Created. His Prophecy Ability gives you another Being, helping you create early board presence with one Play.

 

Because Adam has 0 Move, his position is important. Once he is Created, he cannot normally reposition unless another effect gives him Move or moves him.

 

Synergies And Combinations

 

Wide Storyline Presence: Adam, One Flesh can Create two Beings from one Play, helping you fill the Storyline early.

 

Token Creation: Creating a Deceived Woman Token gives you another Being to Challenge, Block, or receive buffs.

 

Chief Support: Adam, One Flesh can fit into Decks that care about Chiefs or early Storyline development.

 

Frequently Asked Questions

 

Q: Where do I Create the Deceived Woman Token?

A: You Create the Deceived Woman Token in an open Slot on your Storyline.

 

Q: What happens if there is no open Slot for the Deceived Woman Token?

A: If there is no open Slot, the Deceived Woman Token cannot be Created.

 

Q: Does Creating the Deceived Woman Token count as Playing a Verse from your Hand?

A: Yes. Creating a Token is equivalent to playing a Being from your Hand onto the Storyline.

 

Young Unicorn

 

Young Unicorn is a Common Beast Being from the Elder Age, costing 2 Faith with 2 Strength, 2 Hope, 1 Reach, and 3 Move. It has no Ability, but it can also be Created by Wild Unicorn.

 

Strategic Use In Gameplay

 

Young Unicorn is a simple and reliable early Being. Its 2 Strength and 2 Hope make it useful for basic Challenges and Blocking, while its 3 Move gives it strong positioning flexibility.

 

Young Unicorn can also be Created as a Token by Wild Unicorn, making it useful in Beast Decks that want to build a wider Storyline.

 

Synergies And Combinations

 

Early Storyline Presence: Young Unicorn gives you a solid Being early in the Game.

 

Token Creation: Wild Unicorn can Create a Young Unicorn Token when it is Created.

 

Beast Synergy: Young Unicorn works well in Decks that care about Beasts or want reliable low-cost Beings.

 

Frequently Asked Questions

 

Q: Does Young Unicorn have an Ability?

A: No. Young Unicorn has no Ability.

 

Q: What can Create a Young Unicorn Token?

A: Wild Unicorn can Create a Young Unicorn Token with its Prophecy Ability.

 

Q: Is Young Unicorn useful outside of Beast Decks?

A: Yes. Even without Beast synergy, it is still a simple and flexible early Being.

 

Innocent Firstling

 

Innocent Firstling is a Holy Rare Cattle Being from the Elder Age, costing 2 Faith with 0 Strength, 1 Hope, 3 Reach, and 3 Move. Whenever a Being is Exiled, Innocent Firstling gains +1 Strength and +1 Hope.

 

Strategic Use In Gameplay

 

Innocent Firstling starts small, but it can grow quickly if Beings are being Exiled. Since its Ability triggers whenever any Being is Exiled, it can become a major threat during removal-heavy Turns or after several Challenges.

 

Because it begins with 0 Strength, Innocent Firstling usually needs time or setup before it becomes dangerous.

 

Synergies And Combinations

 

Exile Growth: Innocent Firstling gains +1 Strength and +1 Hope whenever a Being is Exiled.

 

Removal Support: Events and Abilities that Exile Beings can help Innocent Firstling grow faster.

 

Challenge Turns: If several Beings are Exiled through Challenges, Innocent Firstling can become much stronger.

 

Frequently Asked Questions

 

Q: Does Innocent Firstling grow when an enemy Being is Exiled?

A: Yes. Innocent Firstling gains +1 Strength and +1 Hope whenever a Being is Exiled.

 

Q: Does Innocent Firstling grow when a friendly Being is Exiled?

A: Yes. Its Ability cares about any Being being Exiled.

 

Q: Does Innocent Firstling gain the bonus if it is Exiled?

A: No. Once Innocent Firstling is Exiled, it is no longer on the Storyline to receive the bonus.

 

Renown Giant

 

Renown Giant is a Common Soldier Being from the Elder Age, costing 2 Faith with 2 Strength, 2 Hope, 2 Reach, and 0 Move. It has Protect, allowing it to block Challenges to Adjacent Beings. It can also be Created by Fallen Angel.

 

Strategic Use In Gameplay

 

Renown Giant is a defensive early Being that can help protect important friendly Beings. Because it has Protect, it works best when placed beside Beings you want to keep safe from Challenges.

 

Renown Giant can also be Created as a Token by Fallen Angel, giving Fallen Angel a steady way to build defensive Storyline presence over time.

 

Synergies And Combinations

 

Protecting Key Beings: Place Renown Giant beside important friendly Beings so it can block Challenges to them.

 

Token Creation: Fallen Angel can Create a Renown Giant Token at your End Of Turn.

 

Positioning Strategy: Since Renown Giant has 0 Move, choosing the right Slot matters a lot.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: What can Create a Renown Giant Token?

A: Fallen Angel can Create a Renown Giant Token at your End Of Turn.

 

Q: Does Creating a Renown Giant Token count as Playing a Being?

A: Yes. Creating a Token counts as Playing a Being Verse from the Out-Of-Game Zone and Creating it onto the Storyline. It is not Played from your Hand, and you do not pay its Cost.

 

Destroy The Wicked

 

Destroy The Wicked is a Rare Event from the Elder Age, costing 3 Faith. It Exiles target enemy Being with the highest Strength.

 

Strategic Use In Gameplay

 

Destroy The Wicked is a focused removal Event that answers the strongest enemy Being on the Storyline. It is especially useful when your Opponent has one major threat with high Strength.

 

Because it targets the enemy Being with the highest Strength, you need to pay attention to the full Storyline before choosing your target.

 

Synergies And Combinations

 

High-Strength Removal: Destroy The Wicked is best against enemy Beings with large Strength.

 

Opening A Lane: Removing a powerful enemy Being can help clear the way for safer Challenges or direct pressure.

 

Event Synergy: Destroy The Wicked works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: What happens if multiple enemy Beings are tied for the highest Strength?

A: If multiple enemy Beings are tied for the highest Strength, you choose one of those tied Beings as the target.

 

Q: Can Destroy The Wicked target a friendly Being?

A: No. Destroy The Wicked targets an enemy Being.

 

Q: Does Protect stop Destroy The Wicked?

A: No. Protect only blocks Challenges to Adjacent Beings. It does not stop Ability Targeting.

 

Hungry Cattle

 

Hungry Cattle is an Uncommon Cattle Being from the Elder Age, costing 3 Faith with 2 Strength, 2 Hope, 1 Reach, and 2 Move. Its Ability gives all other friendly Cattle +1 Strength and +1 Hope.

 

Strategic Use In Gameplay

 

Hungry Cattle is a strong support Being for Cattle-focused Decks. It does not buff itself, but it makes every other friendly Cattle stronger and harder to Exile.

 

Because the Ability is ongoing, other friendly Cattle benefit from the bonus as long as Hungry Cattle remains on the Storyline and its Ability is active.

 

Synergies And Combinations

 

Cattle Support: Hungry Cattle is best in Decks with several Cattle Beings.

 

Wide Cattle Storyline: The more other friendly Cattle you control, the more value Hungry Cattle gives you.

 

Stacking Buffs: Multiple Hungry Cattle can stack their bonuses, making your other friendly Cattle much stronger.

 

Frequently Asked Questions

 

Q: Does Hungry Cattle give itself +1 Strength and +1 Hope?

A: No. Hungry Cattle gives +1 Strength and +1 Hope to all other friendly Cattle.

 

Q: Do Cattle Created after Hungry Cattle still get the bonus?

A: Yes. As long as Hungry Cattle is on the Storyline and its Ability is active, other friendly Cattle have +1 Strength and +1 Hope.

 

Q: What happens if Hungry Cattle leaves the Storyline?

A: Its ongoing bonus stops applying.

 

Deceptive Serpent

 

Deceptive Serpent is a Common Dragon Being from the Elder Age, costing 3 Faith with 3 Strength, 1 Hope, 1 Reach, and 1 Move. Its Prophecy Ability Creates a Deceived Woman Token.

 

Strategic Use In Gameplay

 

Deceptive Serpent gives you a strong early attacker and another Being through its Prophecy Ability. With 3 Strength, it can pressure enemy Beings or help push toward the Opponent if it is not Blocked.

 

Creating a Deceived Woman Token also helps you build a wider Storyline from a single Play.

 

Synergies And Combinations

 

Wide Storyline Presence: Deceptive Serpent creates another Being when it enters the Storyline.

 

Dragon Pressure: With 3 Strength, Deceptive Serpent can be a threatening early Dragon.

 

Token Creation: Creating a Deceived Woman Token gives you another Being to Challenge, Block, or receive buffs.

 

Frequently Asked Questions

 

Q: Where do I Create the Deceived Woman Token?

A: You Create the Deceived Woman Token in an open Slot on your Storyline.

 

Q: What happens if there is no open Slot for the Deceived Woman Token?

A: If there is no open Slot, the Deceived Woman Token cannot be Created.

 

Q: Can Deceptive Serpent trigger Prophecy more than once?

A: Not normally. Prophecy triggers when the Being is Created.

 

Seth, Replacing Abel

 

Seth, Replacing Abel is a Common Child Being from the Elder Age, costing 3 Faith with 1 Strength, 3 Hope, 3 Reach, and 1 Move. Whenever a friendly Being is Exiled, Seth gains +1 Strength.

 

Strategic Use In Gameplay

 

Seth, Replacing Abel is a scaling Being that grows stronger as your friendly Beings are Exiled. He starts with low Strength, but if your Storyline is involved in multiple Challenges or removal exchanges, he can become a serious threat over time.

 

Because his Ability only cares about friendly Beings being Exiled, he works best in Decks that expect to trade Beings often or build a wide Storyline.

 

Synergies And Combinations

 

Friendly Exile Scaling: Seth gains +1 Strength whenever one of your friendly Beings is Exiled.

 

Wide Storyline: The more friendly Beings you have, the more chances Seth has to grow during the Game.

 

Challenge Trading: Seth is strong in Decks that are willing to trade Beings through Challenges while building long-term Strength.

 

Frequently Asked Questions

 

Q: Does Seth gain Strength when enemy Beings are Exiled?

A: No. Seth only gains +1 Strength when a friendly Being is Exiled.

 

Q: Can Seth gain Strength multiple times in one Turn?

A: Yes. Each friendly Being that is Exiled gives Seth +1 Strength.

 

Q: Does Seth’s extra Strength stay?

A: Yes. Since no duration is given, the Strength stays unless another effect removes it.

 

Abel, Righteous Martyr

 

Abel, Righteous Martyr is an Uncommon Man Being from the Elder Age, costing 4 Faith with 3 Strength, 2 Hope, 3 Reach, and 2 Move. His Prophecy Ability gives another target friendly Being +3 Strength.

 

Strategic Use In Gameplay

 

Abel, Righteous Martyr is a strong midgame Being that gives immediate offensive value when he is Created. His Prophecy Ability can turn another friendly Being into a much larger threat, helping it win Challenges or push for more Bible Points through a direct Challenge.

 

Because Abel cannot target himself with this Ability, he works best when you already have another friendly Being on the Storyline.

 

Synergies And Combinations

 

Strength Buff: Abel gives another target friendly Being +3 Strength, helping it become a stronger threat.

 

Challenge Pressure: The bonus can help a friendly Being win a key Challenge or deal more Damage to the Opponent.

 

Midgame Tempo: Abel adds a 3 Strength Being while also improving another friendly Being on the Storyline.

 

Frequently Asked Questions

 

Q: Can Abel target himself with his Prophecy Ability?

A: No. Abel gives +3 Strength to another target friendly Being.

 

Q: What happens if I have no other friendly Being?

A: If there is no other friendly Being to target, Abel’s Prophecy Ability has no valid target.

 

Q: Does the +3 Strength stay?

A: Yes. Since no duration is given, the Strength stays unless another effect removes it.

 

Terrible Reckoning

 

Terrible Reckoning is a Common Event from the Elder Age, costing 4 Faith. It deals 3 Damage to two target enemy Beings with the lowest Hope.

 

Strategic Use In Gameplay

 

Terrible Reckoning is a removal Event that punishes fragile enemy Beings. By targeting two enemy Beings with the lowest Hope, it can clear small threats, weaken support Beings, or remove damaged Beings from the Storyline.

 

This card is especially useful against wide Storylines where your Opponent has several low-Hope Beings in play.

 

Synergies And Combinations

 

Anti-Aggro Removal: Terrible Reckoning is strong against Decks that flood the Storyline with smaller Beings.

 

Two-Target Damage: Dealing 3 Damage to two enemy Beings can create a major tempo swing.

 

Pray Synergy: Since Terrible Reckoning is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: What if multiple enemy Beings are tied for the lowest Hope?

A: If multiple enemy Beings are tied for the lowest Hope, choose two valid targets among them.

 

Q: Can Terrible Reckoning target friendly Beings?

A: No. Terrible Reckoning targets enemy Beings only.

 

Q: Does Protect stop Terrible Reckoning?

A: No. Protect only blocks Challenges to Adjacent Beings. It does not stop Ability Targeting.

 

Eve, Mother Of All

 

Eve, Mother Of All is a Common Woman Being from the Elder Age, costing 4 Faith with 2 Strength, 2 Hope, 2 Reach, and 1 Move. Her Prophecy Ability Creates two Son Of Man Tokens.

 

Strategic Use In Gameplay

 

Eve, Mother Of All is a strong Storyline-building Being. When she is Created, she can Create two Son Of Man Tokens, giving you multiple Beings from one Play.

 

This makes Eve especially useful in Decks that want to build a wide Storyline, support Child synergies, or prepare for board-wide buffs.

 

Synergies And Combinations

 

Wide Storyline Presence: Eve can help fill your Storyline quickly by Creating two Son Of Man Tokens.

 

Token Creation: The Son Of Man Tokens can Challenge, Block, receive buffs, and support your Game plan.

 

Buff Setup: Eve is strong before playing board-wide Strength or Hope effects because she can help create more friendly Beings to receive those bonuses.

 

Frequently Asked Questions

 

Q: Where do I Create the Son Of Man Tokens?

A: You Create each Son Of Man Token in an open Slot on your Storyline.

 

Q: What happens if I do not have enough open Slots?

A: Create as many Son Of Man Tokens as you can in open Slots.

 

Q: Does Creating the Son Of Man Tokens count as Playing Beings from your Hand?

A: Yes. Creating Tokens is equivalent to playing Beings from your Hand onto the Storyline.

 

Noah, Ark Builder

 

Noah, Ark Builder is a Rare Chief Being from the Elder Age, costing 5 Faith with 3 Strength, 2 Hope, 4 Reach, and 5 Move. His Prophecy Ability gives all friendly Beings Eternal this Turn only.

 

Strategic Use In Gameplay

 

Noah, Ark Builder creates a powerful protection Turn. When he is Created, all friendly Beings gain Eternal this Turn only, meaning they can’t take Damage for the rest of the Turn.

 

This can let you Challenge safely, survive enemy Damage effects, or protect your whole Storyline during a critical moment.

 

Synergies And Combinations

 

Safe Challenges: Noah lets your friendly Beings Challenge without taking Damage that Turn.

 

Wide Storyline Protection: The more friendly Beings you have, the more value Noah’s Prophecy Ability gives you.

 

Eternal Defense: Giving all friendly Beings Eternal this Turn only can protect your Storyline from Damage-based Events and Challenges.

 

Frequently Asked Questions

 

Q: Does Noah give himself Eternal?

A: Yes. Noah gives all friendly Beings Eternal this Turn only, and Noah is a friendly Being once he is Created.

 

Q: Does Eternal stop Exile or Humble?

A: No. Eternal stops Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Q: Do friendly Beings Created after Noah also get Eternal?

A: No. Noah’s Prophecy Ability affects the friendly Beings on the Storyline when the Ability resolves.

 

Wild Unicorn

 

Wild Unicorn is a Common Beast Being from the Elder Age, costing 5 Faith with 4 Strength, 3 Hope, 2 Reach, and 3 Move. Its Prophecy Ability Creates a Young Unicorn Token.

 

Strategic Use In Gameplay

 

Wild Unicorn is a strong board-building Beast. When it is Created, it Creates a Young Unicorn Token, giving you two Beings from one Play.

 

With 4 Strength on Wild Unicorn and a second Beast created beside it, this card can help build pressure, Block more lanes, and support Beast-focused strategies.

 

Synergies And Combinations

 

Token Creation: Wild Unicorn Creates a Young Unicorn Token when it is Created.

 

Beast Synergy: Both Wild Unicorn and the Young Unicorn Token are Beasts, making them useful in Beast-focused Decks.

 

Storyline Pressure: Wild Unicorn helps you build a wider Storyline while also adding a solid 4 Strength Being.

 

Frequently Asked Questions

 

Q: What Token does Wild Unicorn Create?

A: Wild Unicorn Creates a Young Unicorn Token.

 

Q: Does Creating the Young Unicorn Token count as Playing a Being from your Hand?

A: Yes. Creating a Token is equivalent to playing a Being from your Hand onto the Storyline.

 

Q: What happens if there is no open Slot for the Young Unicorn Token?

A: If there is no open Slot, the Young Unicorn Token cannot be Created.

 

Fallen Angel

 

Fallen Angel is a Holy Rare Spirit Being from the Elder Age, costing 6 Faith with 4 Strength, 6 Hope, 4 Reach, and 7 Move. At your End Of Turn, it Creates a Renown Giant Token.

 

Strategic Use In Gameplay

 

Fallen Angel is a powerful late-game engine. If it stays on the Storyline, it can keep Creating Renown Giant Tokens at your End Of Turn, giving you more Beings and more defensive pressure.

 

Because Renown Giant has Protect, Fallen Angel can help build a Storyline that becomes harder for your Opponent to Challenge through.

 

Synergies And Combinations

 

End Of Turn Value: Fallen Angel Creates a Renown Giant Token at your End Of Turn.

 

Protect Token: Renown Giant has Protect, helping defend Adjacent friendly Beings from Challenges.

 

Long-Term Pressure: If Fallen Angel survives multiple Turns, it can create a large advantage over time.

 

Frequently Asked Questions

 

Q: When does Fallen Angel Create a Renown Giant Token?

A: Fallen Angel Creates a Renown Giant Token at your End Of Turn.

 

Q: Does Fallen Angel Create a Token immediately when it is Created?

A: Not immediately unless it is already your End Of Turn when the Ability resolves. Its Ability triggers at your End Of Turn.

 

Q: What happens if Fallen Angel leaves the Storyline before your End Of Turn?

A: If Fallen Angel is not on the Storyline at your End Of Turn, its Ability does not Create a Renown Giant Token.

 

Strong Ox

 

Strong Ox is a Common Cattle Being from the Elder Age, costing 6 Faith with 3 Strength, 6 Hope, 3 Reach, and 4 Move. It has Abundance, allowing it to Challenge twice.

 

Strategic Use In Gameplay

 

Strong Ox is a durable Being that can apply repeated Challenge pressure. With 6 Hope, it can survive more Damage than many Beings, and Abundance allows it to Challenge twice in a Turn.

 

Because Strong Ox has only 3 Strength, it becomes much more dangerous when combined with Strength buffs.

 

Synergies And Combinations

 

Abundance Pressure: Strong Ox can Challenge twice, allowing it to affect the Storyline more than once.

 

Strength Buffs: Increasing Strong Ox’s Strength makes both of its Challenges more impactful.

 

Cattle Synergy: Strong Ox works well in Cattle Decks, especially with cards that improve Cattle Stats.

 

Frequently Asked Questions

 

Q: Can Strong Ox Challenge twice in one Turn?

A: Yes. Abundance allows Strong Ox to Challenge twice.

 

Q: Can Strong Ox Challenge the Opponent directly twice?

A: Yes, if it has legal direct Challenges available and is not Blocked.

 

Q: Can Strong Ox Move and still Challenge twice?

A: No. Moving is an Interaction. If Strong Ox Moves, it cannot Challenge that Turn.

 

Behemoth, Chief Work

 

Behemoth, Chief Work is an Uncommon Beast Being from the Elder Age, costing 7 Faith with 8 Strength, 5 Hope, 5 Reach, and 3 Move. Its Prophecy Ability gives Fear to target enemy Being.

 

Strategic Use In Gameplay

 

Behemoth, Chief Work is a massive late-game Being that can immediately slow down an enemy threat. With 8 Strength and 5 Reach, it can threaten a large portion of the Opponent’s Storyline.

 

Its Prophecy Ability gives Fear to target enemy Being, stopping that Being from Interacting this Turn or the next. This can shut down an important attacker, defender, or high-value Being while Behemoth prepares to dominate the Storyline.

 

Synergies And Combinations

 

Fear Control: Behemoth can stop a dangerous enemy Being from Moving or Challenging this Turn or the next.

 

Massive Strength: With 8 Strength, Behemoth can win many Challenges and threaten major Damage.

 

High Reach: With 5 Reach, Behemoth can Challenge across a wide area of the Storyline.

 

Frequently Asked Questions

 

Q: What does Fear do?

A: Fear means the Being can’t Interact this Turn or the next.

 

Q: Can Behemoth target any enemy Being with Fear?

A: Yes, as long as that enemy Being can be legally Targeted.

 

Q: Does Fear remove a Being from the Storyline?

A: No. Fear does not Exile or Remove the Being. It only stops that Being from Interacting this Turn or the next.

 

Leviathan, Sea Serpent

 

Leviathan, Sea Serpent is a Rare Dragon Being from the Elder Age, costing 7 Faith with 7 Strength, 2 Hope, 3 Reach, and 6 Move. It has Zeal and Anointing.

 

Strategic Use In Gameplay

 

Leviathan, Sea Serpent is a fast and dangerous late-game Dragon. Zeal lets it Challenge immediately, while Anointing lets it ignore the first Damage it would take.

 

Even though it has only 2 Hope, Anointing helps protect it from the first Damage, and its 6 Move gives it excellent positioning flexibility.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Leviathan Challenge the Turn it is Created.

 

Anointing Protection: Anointing helps Leviathan survive its first Damage while on the Storyline.

 

High Mobility: With 6 Move, Leviathan can reposition across the Storyline and threaten different lanes.

 

Frequently Asked Questions

 

Q: Can Leviathan Challenge immediately?

A: Yes. Zeal lets Leviathan Challenge immediately.

 

Q: What does Anointing do?

A: Anointing means Leviathan ignores the first Damage it would take.

 

Q: Does Anointing stop direct Exile?

A: No. Anointing only ignores Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Conclusion

 

The Elder Age teaches you how to build a wide Storyline and create value through Tokens, tribes, and Exile effects.

 

Now that you understand how Elder Verses create early momentum, the next step is to learn an Age that applies more direct pressure.

 

In the Hebrew Age, we’ll look at Events, Fear, Pray, and Damage-based gameplay that keeps the Opponent under pressure.

Chapter 19: Hebrew Age - Learn All The Hebrew Verses

 

Introduction

 

The Hebrew Age is about pressure, struggle, and forward movement. Because this Age follows families, promises, conflict, and testing, its gameplay is built around forcing action and making the Opponent respond.

 

In gameplay, Hebrew Verses use Events, Damage, Fear, Pray, and Event-based triggers to break down enemy Beings and pressure the Opponent. This Age rewards players who like active turns and aggressive control.

 

As you study the Hebrew Verses, watch how small Events become much stronger when supported by the right Beings. Hebrew gameplay is about turning pressure into progress.

 

United Brothers

 

United Brothers is a Common Event from the Hebrew Age, costing 0 Faith. It gives Fear to target enemy Being.

 

Strategic Use In Gameplay

 

United Brothers is a 0-Cost control Event that can stop an enemy Being from Interacting this Turn or the next. Because it costs no Faith, it can fit easily into a Turn where you still want to Play other Verses.

 

This card is useful when you need to slow down a dangerous enemy Being, protect your Storyline, or buy time before making a stronger play.

 

Synergies And Combinations

 

Tempo Control: United Brothers can stop an enemy Being from Moving or Challenging during an important window.

 

Event Synergy: Since United Brothers is an Event, it works well in Decks that care about Events being Played.

 

Free Utility: Because it costs 0 Faith, United Brothers can help control the Storyline without using your available Faith.

 

Frequently Asked Questions

 

Q: What does Fear do?

A: Fear means the Being can’t Interact this Turn or the next.

 

Q: Can United Brothers target an Opponent?

A: No. United Brothers targets an enemy Being.

 

Q: Does Fear Exile the Being?

A: No. Fear does not Exile or Remove the Being. It only stops that Being from Interacting this Turn or the next.

 

Ishmael Mocking

 

Ishmael Mocking is an Uncommon Event from the Hebrew Age, costing 1 Faith. It deals 2 Damage to target enemy Being.

 

Strategic Use In Gameplay

 

Ishmael Mocking is a simple and efficient removal Event. For only 1 Faith, it can damage an enemy Being, finish off a weakened threat, or help set up a favorable Challenge later in the Turn.

 

Because it is cheap, it is easy to combine with other Events, Beings, or follow-up Damage in the same Turn.

 

Synergies And Combinations

 

Early Removal: Ishmael Mocking can deal with small enemy Beings before they become a bigger problem.

 

Damage Setup: It can weaken a stronger enemy Being so another friendly Being can finish it in a Challenge.

 

Pray Synergy: Since Ishmael Mocking is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Ishmael Mocking target an Opponent?

A: No. Ishmael Mocking targets an enemy Being.

 

Q: Does Damage dealt to a Being give Bible Points?

A: No. Damage dealt to a Being does not give Bible Points.

 

Q: Can Ishmael Mocking help Exile a damaged Being?

A: Yes. If the 2 Damage causes that Being’s current Hope to become 0 or less, that Being is Exiled.

 

Eager Bird

 

Eager Bird is a Common Fowl Being from the Hebrew Age, costing 1 Faith with 0 Strength, 1 Hope, 2 Reach, and 2 Move. Whenever you Play an Event, Eager Bird gains +1 Strength.

 

Strategic Use In Gameplay

 

Eager Bird starts small, but it can grow quickly in Event-heavy Decks. Each Event you Play gives it +1 Strength, allowing it to become a real threat over time.

 

Because it begins with 0 Strength, Eager Bird usually needs support before it can apply pressure. Once it has gained Strength, it can Challenge, Block, and help push toward the Opponent.

 

Synergies And Combinations

 

Event Synergy: Eager Bird gains +1 Strength whenever you Play an Event.

 

Snowball Threat: If you Play several Events across the Game, Eager Bird can become much stronger than its Cost suggests.

 

Fowl Synergy: Eager Bird fits naturally into Decks that care about Fowls or low-cost Beings.

 

Frequently Asked Questions

 

Q: If I Play two Events in one Turn, does Eager Bird gain +2 Strength?

A: Yes. Each Event you Play gives Eager Bird +1 Strength.

 

Q: Does Eager Bird’s extra Strength stay?

A: Yes. Since no duration is given, the Strength stays unless another effect removes it.

 

Q: Can Eager Bird Challenge while it has 0 Strength?

A: It can Challenge if it is legally able to, but it deals 0 Damage until it gains Strength.

 

Tender Calf

 

Tender Calf is a Common Cattle Being from the Hebrew Age, costing 1 Faith with 1 Strength, 1 Hope, 2 Reach, and 0 Move. Adjacent Cattle have +1 Hope.

 

Strategic Use In Gameplay

 

Tender Calf is a low-cost support Being for Cattle Decks. Its Ability gives +1 Hope to Adjacent Cattle, making nearby Cattle harder to Exile.

 

Because Tender Calf has 0 Move, its starting position matters. You want to Create it in a Slot where it can support the Cattle beside it.

 

Synergies And Combinations

 

Cattle Support: Tender Calf helps nearby Cattle survive by giving them +1 Hope.

 

Positioning Strategy: Since the bonus only applies to Adjacent Cattle, careful Storyline placement is important.

 

Early Support: Tender Calf can help strengthen your Cattle Storyline from the beginning of the Game.

 

Frequently Asked Questions

 

Q: Does Tender Calf give itself +1 Hope?

A: No. Tender Calf gives +1 Hope to Adjacent Cattle, not to itself.

 

Q: Does Tender Calf help non-Cattle Beings?

A: No. Its Ability only affects Adjacent Cattle.

 

Q: What happens if a Cattle moves beside Tender Calf?

A: As long as that Cattle is Adjacent to Tender Calf and the Ability is active, it has +1 Hope.

 

Afflicted Man

 

Afflicted Man is a Common Man Being from the Hebrew Age, costing 1 Faith with 1 Strength, 1 Hope, 1 Reach, and 4 Move. It has no Ability, but it can also be Created by Abram’s Bad Dream.

 

Strategic Use In Gameplay

 

Afflicted Man is a simple low-cost Being with strong movement. With 4 Move, it can reposition across the Storyline better than many other early Beings.

 

Afflicted Man can also be Created as a Token by Abram’s Bad Dream, making it useful in Decks that want to flood the Storyline with multiple Beings at once.

 

Synergies And Combinations

 

High Mobility: Afflicted Man can move across the Storyline easily because it has 4 Move.

 

Token Creation: Abram’s Bad Dream can Create four Afflicted Man Tokens.

 

Storyline Flood: Because multiple Afflicted Man Tokens can be Created at once, it works well with wide Storyline strategies and board-wide buffs.

 

Frequently Asked Questions

 

Q: Does Afflicted Man have an Ability?

A: No. Afflicted Man has no Ability.

 

Q: What can Create Afflicted Man Tokens?

A: Abram’s Bad Dream can Create four Afflicted Man Tokens.

 

Q: Does Creating an Afflicted Man Token count as Playing a Being?

A: Yes. Creating a Token counts as Playing a Being Verse from the Out-Of-Game Zone and Creating it onto the Storyline. It is not Played from your Hand, and you do not pay its Cost.

 

Offering Pigeon

 

Offering Pigeon is an Uncommon Fowl Being from the Hebrew Age, costing 2 Faith with 1 Strength, 1 Hope, 2 Reach, and 3 Move. It has Resurrect, letting you Draw a Verse when it is Exiled.

 

Strategic Use In Gameplay

 

Offering Pigeon is a useful resource Being. Even though its Stats are small, its Resurrect Ability gives you value when it is Exiled.

 

This makes Offering Pigeon a good early Being for Decks that want to trade, defend, or maintain Hand advantage.

 

Synergies And Combinations

 

Resurrect Value: When Offering Pigeon is Exiled, you Draw a Verse.

 

Fowl Synergy: Offering Pigeon fits naturally into Decks that care about Fowls.

 

Trading Resource: Offering Pigeon can Challenge, Block, or be Exiled while still helping replace itself with another Verse.

 

Frequently Asked Questions

 

Q: When does Offering Pigeon’s Resurrect Ability trigger?

A: Resurrect triggers when Offering Pigeon is Exiled from the Storyline.

 

Q: Can Offering Pigeon Draw a Verse if it is returned to Hand?

A: No. Resurrect triggers when the Being is Exiled, not when it is returned to Hand.

 

Q: Can Offering Pigeon help me find more Verses?

A: Yes. When it is Exiled, its Resurrect Ability lets you Draw a Verse.

 

Sore For Slaughter

 

Sore For Slaughter is an Uncommon Event from the Hebrew Age, costing 2 Faith. It deals 1 Damage to all enemy Beings.

 

Strategic Use In Gameplay

 

Sore For Slaughter is a wide Damage Event that can punish enemy Storylines filled with small Beings. It is especially useful against low-Hope Beings, Tokens, and damaged enemy Beings.

 

Because it affects all enemy Beings and does not Target, it can also Damage enemy Beings with Darkness.

 

Synergies And Combinations

 

Wide Storyline Damage: Sore For Slaughter can Damage every enemy Being at once.

 

Anti-Token Tool: It is strong against enemy Storylines filled with small Beings or Tokens.

 

Pray Synergy: Since Sore For Slaughter is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Sore For Slaughter Damage my own Beings?

A: No. It only deals Damage to enemy Beings.

 

Q: Does Sore For Slaughter Target enemy Beings?

A: No. It deals Damage to all enemy Beings, so it does not Target them individually.

 

Q: Can Sore For Slaughter affect Beings with Darkness?

A: Yes. Darkness does not stop non-targeting effects.

 

Sacred Turtledove

 

Sacred Turtledove is a Rare Fowl Being from the Hebrew Age, costing 2 Faith with 2 Strength, 1 Hope, 1 Reach, and 3 Move. Its Prophecy Ability lets you Draw a Verse when it is Created.

 

Strategic Use In Gameplay

 

Sacred Turtledove gives you immediate value when it enters the Storyline. Its Prophecy Ability lets you Draw a Verse, helping replace itself in your Hand while still adding a Being to the Storyline.

 

This makes Sacred Turtledove useful in Decks that want consistency, Fowl synergy, or early pressure without losing too much Hand advantage.

 

Synergies And Combinations

 

Card Draw: Sacred Turtledove lets you Draw a Verse when it is Created.

 

Fowl Synergy: Sacred Turtledove works well in Decks that care about Fowls.

 

Tempo Value: It adds a Being to the Storyline while helping keep your Hand full.

 

Frequently Asked Questions

 

Q: When does Sacred Turtledove let me Draw a Verse?

A: Its Prophecy Ability triggers when Sacred Turtledove is Created.

 

Q: Can Sacred Turtledove’s Prophecy Ability happen more than once?

A: Yes, if Sacred Turtledove is Created again, its Prophecy Ability can trigger again.

 

Q: Does Sacred Turtledove have to survive to Draw a Verse?

A: No. The Draw happens when its Prophecy Ability resolves after it is Created.

 

Adder In The Path

 

Adder In The Path is an Uncommon Dragon Being from the Hebrew Age, costing 2 Faith with 2 Strength, 3 Hope, 1 Reach, and 0 Move. Whenever you Play an Event, it deals 1 Damage to all Beings.

 

Strategic Use In Gameplay

 

Adder In The Path is a powerful Event-based control Being. Every time you Play an Event, it deals 1 Damage to all Beings on the Storyline, including your own.

 

This can help clear small Beings, weaken the whole Storyline, or set up larger removal plays. Because it also Damages your own Beings, you need to build and play carefully around it.

 

Synergies And Combinations

 

Event Damage Engine: Every Event you Play triggers Adder In The Path and deals 1 Damage to all Beings.

 

Board Control: Adder In The Path can slowly weaken every Being on the Storyline.

 

Damage Synergy: It works well with strategies that benefit from Beings taking Damage or being Exiled.

 

Frequently Asked Questions

 

Q: Does Adder In The Path Damage friendly Beings too?

A: Yes. It deals 1 Damage to all Beings.

 

Q: Can Adder In The Path trigger multiple times in one Turn?

A: Yes. Each Event you Play triggers its Ability.

 

Q: Does Adder In The Path Target Beings?

A: No. It deals Damage to all Beings, so it does not Target them individually.

 

Famished Edom

 

Famished Edom is an Uncommon Event from the Hebrew Age, costing 2 Faith. It deals 2 Damage to target enemy and gives Fear to that target.

 

Strategic Use In Gameplay

 

Famished Edom combines Damage and control in one Event. It can Damage a target enemy and give it Fear, stopping it from Interacting this Turn or the next.

 

This is especially strong against enemy Beings because the Damage can help Exile them, while Fear can stop them from Moving or Challenging if they survive.

 

Synergies And Combinations

 

Damage And Control: Famished Edom can weaken an enemy while also stopping it from Interacting.

 

Fear Pressure: Fear can shut down an important enemy Being during a key Turn.

 

Pray Synergy: Since Famished Edom is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: What does Fear do?

A: Fear means the Being can’t Interact this Turn or the next.

 

Q: Can Famished Edom target an Opponent?

A: Yes, because it says target enemy. However, Fear only matters on Beings, so Famished Edom is usually strongest when used on an enemy Being.

 

Q: Does Famished Edom help me Gain Bible Points if it damages an Opponent?

A: Yes. If Famished Edom deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Leah, Older Sister

 

Leah, Older Sister is a Common Woman Being from the Hebrew Age, costing 3 Faith with 1 Strength, 4 Hope, 1 Reach, and 4 Move. She has Pray +1, increasing your Event Damage by 1.

 

Strategic Use In Gameplay

 

Leah, Older Sister is a durable support Being for Event-focused Decks. With 4 Hope, she can stay on the Storyline longer than many other 3-Cost Beings, giving you more time to benefit from Pray +1.

 

She works best in Decks that use Events to deal Damage, because Pray increases the Damage from those Events.

 

Synergies And Combinations

 

Event Damage: Leah increases your Event Damage by 1 while she is on the Storyline.

 

Durable Support: With 4 Hope, Leah can remain active and support your Event plays over multiple Turns.

 

Woman Synergy: Leah fits naturally into Decks that care about Women or durable support Beings.

 

Frequently Asked Questions

 

Q: What does Pray +1 do?

A: Pray +1 increases your Event Damage by 1.

 

Q: Does Leah increase Damage from Beings?

A: No. Pray increases Event Damage, not Damage from Beings.

 

Q: Can Leah’s Pray stack with other Pray Beings?

A: Yes. Multiple Pray bonuses can stack together and increase your Event Damage even more.

 

Lord’s Promise

 

Lord’s Promise is a Rare Event from the Hebrew Age, costing 3 Faith. It lets you Draw two Verses.

 

Strategic Use In Gameplay

 

Lord’s Promise is a simple and powerful resource Event. Drawing two Verses helps refill your Hand, find important plays, and keep your strategy moving.

 

It is especially useful in Decks that want to reach key Combo pieces, find answers, or maintain card advantage during the middle of the Game.

 

Synergies And Combinations

 

Card Draw: Lord’s Promise gives you two new Verses, helping you find more options.

 

Combo Support: Drawing two Verses can help you find important pieces for a future Combo Turn.

 

Event Synergy: Lord’s Promise works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: When do I Draw the two Verses?

A: You Draw two Verses when Lord’s Promise resolves.

 

Q: Does Lord’s Promise deal Damage?

A: No. Lord’s Promise only lets you Draw two Verses.

 

Q: Is Lord’s Promise useful in Combo Decks?

A: Yes. Drawing two Verses can help Combo Decks find the Verses they need.

 

Fearful Nations

 

Fearful Nations is an Uncommon Event from the Hebrew Age, costing 3 Faith. It gives Fear to all enemy Beings.

 

Strategic Use In Gameplay

 

Fearful Nations is a strong control Event that can stop an entire enemy Storyline from Interacting this Turn or the next. This can buy time, protect your Beings, or give you a safer window to build toward a stronger play.

 

Because it affects all enemy Beings and does not Target, it can also affect enemy Beings with Darkness.

 

Synergies And Combinations

 

Storyline Control: Fearful Nations can stop every enemy Being from Moving or Challenging during a key window.

 

Defensive Delay: It can buy you time when your Opponent has a dangerous Storyline.

 

Non-Targeting Fear: Since it affects all enemy Beings, it does not Target them individually.

 

Frequently Asked Questions

 

Q: What does Fear do?

A: Fear means the Being can’t Interact this Turn or the next.

 

Q: Does Fearful Nations Target enemy Beings?

A: No. It gives Fear to all enemy Beings, so it does not Target them individually.

 

Q: Can a Feared Being still Block?

A: Yes. A Feared Being can’t Interact, but it still occupies its Slot and can still Block.

 

Jacob, Tricky Profiter

 

Jacob, Tricky Profiter is a Holy Rare Chief Being from the Hebrew Age, costing 3 Faith with 3 Strength, 3 Hope, 3 Reach, and 3 Move. Whenever you Play a Verse, Jacob gains +1 Strength and +1 Hope.

 

Strategic Use In Gameplay

 

Jacob, Tricky Profiter is a powerful scaling Being that rewards you for Playing Verses. Every Verse you Play while Jacob is active makes him stronger and harder to Exile.

 

Because he grows from both Event Verses and Being Verses, Jacob works best in Decks that can Play multiple Verses across the Game, especially low-cost Verses that help him grow quickly.

 

Synergies And Combinations

 

Verse Scaling: Jacob gains +1 Strength and +1 Hope whenever you Play a Verse.

 

Low-Cost Verses: Cheap Verses help Jacob grow faster because you can Play more of them in one Turn.

 

Long-Term Threat: If Jacob stays on the Storyline, he can become a major threat through repeated Verse plays.

 

Frequently Asked Questions

 

Q: Does Jacob trigger when I Draw a Verse?

A: No. Jacob triggers when you Play a Verse, not when you Draw one.

 

Q: Does Jacob trigger from Events and Beings?

A: Yes. Events and Beings are both Verses, so Playing either one can trigger Jacob.

 

Q: Does Jacob’s +1 Strength and +1 Hope stay?

A: Yes. Since no duration is given, the bonus stays unless another effect removes it.

 

Isaac, Promised Seed

 

Isaac, Promised Seed is a Common Man Being from the Hebrew Age, costing 4 Faith with 2 Strength, 5 Hope, 3 Reach, and 4 Move. He has Pray +1, increasing your Event Damage by 1.

 

Strategic Use In Gameplay

 

Isaac, Promised Seed is a durable support Being for Event Damage strategies. With 5 Hope, he can stay on the Storyline and continue supporting your Events with Pray +1.

 

He is especially useful in Decks that want to control enemy Beings with Damage-dealing Events or pressure the Opponent directly with Event Damage.

 

Synergies And Combinations

 

Event Damage: Isaac increases your Event Damage by 1 while he is on the Storyline.

 

Durable Support: With 5 Hope, Isaac can be difficult to remove through normal Damage.

 

Man Synergy: Isaac fits naturally into Decks that care about Men or resilient support Beings.

 

Frequently Asked Questions

 

Q: Does Isaac increase Damage from Challenges?

A: No. Pray increases Event Damage only.

 

Q: Can Isaac’s Pray stack with Leah’s Pray?

A: Yes. Multiple Pray bonuses stack together.

 

Q: Is Isaac useful without many Damage-dealing Events?

A: He can still be useful because of his solid Hope, but he is strongest in Decks with Damage-dealing Events.

 

Wrath Of Esau

 

Wrath Of Esau is a Common Event from the Hebrew Age, costing 4 Faith. It deals 2 Damage to two target enemy Beings with the lowest Strength and gives them Fear.

 

Strategic Use In Gameplay

 

Wrath Of Esau is a control Event that punishes smaller enemy Beings while also stopping them from Interacting. It is especially useful against enemy Storylines with low-Strength support Beings or small attackers.

 

The Damage can help Exile weakened Beings, while Fear can stop surviving targets from Moving or Challenging this Turn or the next.

 

Synergies And Combinations

 

Low-Strength Control: Wrath Of Esau targets enemy Beings with the lowest Strength.

 

Damage And Fear: It combines Damage with Fear, giving both removal pressure and tempo control.

 

Pray Synergy: Since Wrath Of Esau is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: What happens if multiple enemy Beings are tied for the lowest Strength?

A: If multiple enemy Beings are tied for the lowest Strength, choose valid targets among them.

 

Q: Does Wrath Of Esau target friendly Beings?

A: No. It targets enemy Beings only.

 

Q: What if the Damage Exiles one of the targets?

A: If the Damage causes a target’s current Hope to become 0 or less, that Being is Exiled. Fear only matters if the Being remains on the Storyline.

 

Potiphar’s Fluster

 

Potiphar’s Fluster is a Rare Event from the Hebrew Age, costing 4 Faith. It deals 6 Damage to target enemy.

 

Strategic Use In Gameplay

 

Potiphar’s Fluster is a powerful Damage Event that can hit either an Opponent or an enemy Being. Against an enemy Being, it can remove a major threat. Against an Opponent, it can create a large Bible Point swing.

 

Because it deals 6 Damage, Potiphar’s Fluster becomes even stronger in Decks with Pray.

 

Synergies And Combinations

 

Major Removal: Potiphar’s Fluster can deal 6 Damage to a dangerous enemy Being.

 

Direct Pressure: If it targets an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted.

 

Pray Synergy: Beings with Pray can increase the Damage from Potiphar’s Fluster.

 

Frequently Asked Questions

 

Q: Can Potiphar’s Fluster target an Opponent?

A: Yes. It says target enemy, so it can target an Opponent or an enemy Being.

 

Q: Does Potiphar’s Fluster help me Gain Bible Points?

A: Yes, if it deals Damage to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Q: Does Protect stop Potiphar’s Fluster?

A: No. Protect only blocks Challenges to Adjacent Beings. It does not stop Ability Targeting.

 

Abram’s Bad Dream

 

Abram’s Bad Dream is a Common Event from the Hebrew Age, costing 5 Faith. It Creates four Afflicted Man Tokens.

 

Strategic Use In Gameplay

 

Abram’s Bad Dream is a powerful Storyline-building Event. Creating four Afflicted Man Tokens can quickly fill your Storyline, giving you multiple Beings to Block, Challenge, or receive buffs.

 

Because Afflicted Man has 4 Move, the Tokens can also reposition well on later Turns.

 

Synergies And Combinations

 

Storyline Flood: Abram’s Bad Dream can Create four Beings from one Event.

 

Token Creation: The Afflicted Man Tokens can Challenge, Block, receive buffs, and support your Game plan.

 

Buff Setup: Creating several Beings at once works well with board-wide Strength or Hope effects.

 

Frequently Asked Questions

 

Q: How many Afflicted Man Tokens does Abram’s Bad Dream Create?

A: Abram’s Bad Dream Creates four Afflicted Man Tokens.

 

Q: What happens if I do not have four open Slots?

A: Create as many Afflicted Man Tokens as you can in open Slots.

 

Q: Does Creating an Afflicted Man Token count as Playing a Being?

A: Yes. Creating a Token counts as Playing a Being Verse from the Out-Of-Game Zone and Creating it onto the Storyline. It is not Played from your Hand, and you do not pay its Cost.

 

Levi, Competitive Tribe

 

Levi, Competitive Tribe is a Rare Man Being from the Hebrew Age, costing 5 Faith with 4 Strength, 5 Hope, 5 Reach, and 3 Move. His Prophecy Ability Exiles target enemy Being with Protect.

 

Strategic Use In Gameplay

 

Levi, Competitive Tribe is a strong answer to defensive enemy Beings. When he is Created, he can Exile a target enemy Being with Protect, helping you break through guarded Storylines.

 

Because Protect can defend Adjacent Beings from Challenges, Levi is especially useful when your Opponent is using Protect to keep key Beings safe.

 

Synergies And Combinations

 

Protect Removal: Levi can Exile an enemy Being with Protect when he is Created.

 

Opening A Lane: Removing a Protect Being can make it easier to Challenge other enemy Beings or pressure the Opponent.

 

High Reach: With 5 Reach, Levi can threaten a wide area of the Storyline after he is Created.

 

Frequently Asked Questions

 

Q: Can Levi Exile any enemy Being?

A: No. Levi targets an enemy Being with Protect.

 

Q: Does Levi’s Prophecy Ability trigger when he is Created?

A: Yes. Prophecy triggers when Levi is Created.

 

Q: What happens if there is no enemy Being with Protect?

A: If there is no valid target, Levi’s Prophecy Ability does not Exile anything.

 

Sarah, Heir’s Mother

 

Sarah, Heir’s Mother is an Uncommon Woman Being from the Hebrew Age, costing 5 Faith with 3 Strength, 5 Hope, 2 Reach, and 5 Move. She has Pray +2, increasing your Event Damage by 2.

 

Strategic Use In Gameplay

 

Sarah, Heir’s Mother is a strong Pray support Being. Pray +2 can make your Damage-dealing Events much more powerful, helping you remove enemy Beings or deal major Damage to the Opponent.

 

With 5 Hope and 5 Move, Sarah can also stay active and reposition well while supporting your Event strategy.

 

Synergies And Combinations

 

Strong Event Damage: Sarah increases your Event Damage by 2 while she is on the Storyline.

 

Pray Stacking: Sarah’s Pray can stack with other Pray Beings to create even stronger Event Damage.

 

Woman Synergy: Sarah fits naturally into Decks that care about Women or Event-based strategies.

 

Frequently Asked Questions

 

Q: What does Pray +2 do?

A: Pray +2 increases your Event Damage by 2.

 

Q: Does Sarah increase Damage from Beings?

A: No. Pray increases Event Damage only.

 

Q: Can Sarah’s Pray stack with other Pray Beings?

A: Yes. Multiple Pray bonuses stack together.

 

Joseph, Come Near

 

Joseph, Come Near is a Common Chief Being from the Hebrew Age, costing 5 Faith with 3 Strength, 6 Hope, 3 Reach, and 1 Move. He has Protect, allowing him to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Joseph, Come Near is a durable defensive Being that can help protect important friendly Beings beside him. With 6 Hope, he can survive a lot of Damage, and Protect makes him valuable when your Storyline depends on keeping key Beings safe from Challenges.

 

Because Joseph has only 1 Move, careful placement matters. He works best when Created beside Beings you want to protect.

 

Synergies And Combinations

 

Protecting Key Beings: Joseph can block Challenges to Adjacent friendly Beings.

 

Durable Defense: With 6 Hope, Joseph can stay on the Storyline and absorb pressure.

 

Chief Synergy: Joseph fits naturally into Decks that care about Chiefs or strong defensive Beings.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Can Joseph still be Targeted by Events?

A: Yes. Protect does not stop Ability Targeting. It only blocks Challenges to Adjacent Beings.

 

Q: Does Protect prevent Damage?

A: No. Protect does not prevent Damage. It only affects which Beings can be Challenged.

 

Generational Strife

 

Generational Strife is an Uncommon Event from the Hebrew Age, costing 6 Faith. It deals 3 Damage to all enemy Beings and gives them Fear.

 

Strategic Use In Gameplay

 

Generational Strife is a powerful control Event that damages the entire enemy Storyline while also stopping surviving enemy Beings from Interacting this Turn or the next.

 

This makes it excellent when your Opponent has several enemy Beings on the Storyline. The Damage can Exile weaker Beings, while Fear can shut down anything that survives.

 

Synergies And Combinations

 

Wide Storyline Control: Generational Strife damages all enemy Beings at once.

 

Fear Lockdown: Enemy Beings that survive the Damage still can’t Interact this Turn or the next.

 

Pray Synergy: Since Generational Strife is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Generational Strife Target enemy Beings?

A: No. It deals Damage to all enemy Beings and gives them Fear, so it does not Target them individually.

 

Q: Can Generational Strife affect Beings with Darkness?

A: Yes. Since Generational Strife does not Target, Darkness does not stop it.

 

Q: What happens if the Damage Exiles an enemy Being?

A: If the Damage causes an enemy Being’s current Hope to become 0 or less, that Being is Exiled. Fear only matters if the Being remains on the Storyline.

 

Thirsty Camel

 

Thirsty Camel is a Common Beast Being from the Hebrew Age, costing 6 Faith with 4 Strength, 4 Hope, 3 Reach, and 6 Move. It has Protect and Resurrect. When it is Exiled, you Draw a Verse.

 

Strategic Use In Gameplay

 

Thirsty Camel is a flexible defensive Being that protects Adjacent friendly Beings while also giving you value when it is Exiled. Protect helps defend your Storyline, and Resurrect helps replace Thirsty Camel with another Verse when it leaves through Exile.

 

With 6 Move, Thirsty Camel can also reposition very well, making it easier to move beside the Beings you want to protect.

 

Synergies And Combinations

 

Protecting Key Beings: Thirsty Camel can block Challenges to Adjacent friendly Beings.

 

Resurrect Value: When Thirsty Camel is Exiled, you Draw a Verse.

 

High Mobility: With 6 Move, Thirsty Camel can move across the Storyline and protect different Beings as the Game changes.

 

Frequently Asked Questions

 

Q: When does Thirsty Camel’s Resurrect Ability trigger?

A: Resurrect triggers when Thirsty Camel is Exiled from the Storyline.

 

Q: Does Thirsty Camel Draw a Verse if it is returned to Hand?

A: No. Resurrect only triggers when the Being is Exiled.

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Seven Year Famine

 

Seven Year Famine is a Common Event from the Hebrew Age, costing 7 Faith. It deals 5 Damage to all enemy Beings.

 

Strategic Use In Gameplay

 

Seven Year Famine is a major board-control Event. It can heavily damage or Exile an entire enemy Storyline, giving you a chance to recover, push ahead, or clear the way for future Challenges.

 

Because it affects all enemy Beings and does not Target, it can also Damage enemy Beings with Darkness.

 

Synergies And Combinations

 

Board Clear: Seven Year Famine can deal 5 Damage to every enemy Being at once.

 

Control Strategy: It gives slower Decks a powerful way to reset enemy pressure.

 

Pray Synergy: Since Seven Year Famine is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Seven Year Famine Damage friendly Beings?

A: No. It only deals Damage to enemy Beings.

 

Q: Does Seven Year Famine Target enemy Beings?

A: No. It deals Damage to all enemy Beings, so it does not Target them individually.

 

Q: Can Seven Year Famine affect Beings with Darkness?

A: Yes. Darkness does not stop non-targeting effects.

 

Father’s Grief

 

Father’s Grief is a Holy Rare Event from the Hebrew Age, costing 7 Faith. It deals 10 Damage to target enemy.

 

Strategic Use In Gameplay

 

Father’s Grief is a massive single-target Damage Event. It can deal 10 Damage to an enemy Being to remove a major threat, or it can deal 10 Damage to an Opponent to create a huge Bible Point swing.

 

Because it targets enemy, it is flexible enough to be used as removal or as a finisher.

 

Synergies And Combinations

 

Massive Removal: Father’s Grief can deal enough Damage to Exile many enemy Beings.

 

Direct Pressure: If it targets an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted.

 

Pray Synergy: Beings with Pray can increase the Damage from Father’s Grief even further.

 

Frequently Asked Questions

 

Q: Can Father’s Grief target an Opponent?

A: Yes. It says target enemy, so it can target an Opponent or an enemy Being.

 

Q: Does Father’s Grief help me Gain Bible Points?

A: Yes, if it deals Damage to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Q: Does Protect stop Father’s Grief?

A: No. Protect only blocks Challenges to Adjacent Beings. It does not stop Ability Targeting.

 

Conclusion

 

The Hebrew Age teaches you how to use Events, Damage, Fear, and Pray to disrupt your Opponent and keep the game moving.

 

Now that you understand how Hebrew Verses pressure the Storyline, the next step is to learn an Age that controls the game more carefully.

 

In the Torah Age, we’ll look at Darkness, Unclean, Humble, return effects, and Exile as tools for controlling the Storyline.

Chapter 20: Torah Age - Learn All The Torah Verses

 

Introduction

 

The Torah Age is about order, restriction, sacrifice, and judgment. Because this Age is connected to the Law, the priesthood, and the wilderness, its gameplay focuses on control, limits, and careful timing.

 

In gameplay, Torah Verses use Darkness, Unclean, Humble, return effects, Exile, and strong removal to shape the Storyline. This Age rewards players who want to interrupt enemy plans and make every move more difficult for the Opponent.

 

As you study the Torah Verses, pay attention to timing and positioning. Torah gameplay is not only about power; it is about controlling when and how the Opponent can use their power.

 

Signs And Wonders

 

Signs And Wonders is an Uncommon Event from the Torah Age, costing 1 Faith. It returns target friendly Being to its owner’s Hand.

 

Strategic Use In Gameplay

 

Signs And Wonders is a flexible support Event that can save a friendly Being, reuse a Prophecy Ability, or clear a Slot on your Storyline.

 

Returning a friendly Being to its owner’s Hand can protect it from being Exiled, let you Play it again later, or help you reset its position and use its Created effect again.

 

Synergies And Combinations

 

Prophecy Reuse: Return a friendly Being with Prophecy to its owner’s Hand so you can Play it again later.

 

Protection Tool: Save a damaged or important friendly Being before your Opponent can Exile it.

 

Storyline Control: Returning a Being can open a Slot or let you reposition your strategy.

 

Frequently Asked Questions

 

Q: Can Signs And Wonders return an enemy Being?

A: No. It targets a friendly Being.

 

Q: Can I replay the returned Being later?

A: Yes. If the Being returns to your Hand, you can Play it again later by paying its Cost.

 

Q: What happens if Signs And Wonders returns a Token?

A: If a Token leaves the Storyline, it leaves the Game and returns to the Out-Of-Game Zone instead of staying in Hand.

 

Burning Bush

 

Burning Bush is a Rare Event from the Torah Age, costing 1 Faith. It deals 3 Damage to target enemy.

 

Strategic Use In Gameplay

 

Burning Bush is a low-cost Damage Event that can hit either an Opponent or an enemy Being. This makes it useful as early removal, direct pressure, or part of an Event Damage strategy.

 

Because it costs only 1 Faith, Burning Bush can fit easily into Turns where you want to Play multiple Verses.

 

Synergies And Combinations

 

Efficient Damage: Burning Bush deals 3 Damage for only 1 Faith.

 

Direct Pressure: If it targets an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted.

 

Pray Synergy: Beings with Pray can increase the Damage from Burning Bush.

 

Frequently Asked Questions

 

Q: Can Burning Bush target an Opponent?

A: Yes. It says target enemy, so it can target an Opponent or an enemy Being.

 

Q: Can Burning Bush target a friendly Being?

A: No. Burning Bush targets enemy only.

 

Q: Does Burning Bush help me Gain Bible Points?

A: Yes, if it deals Damage to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Death Fly

 

Death Fly is a Common Creep Being from the Torah Age, costing 1 Faith with 1 Strength, 1 Hope, 0 Reach, and 4 Move. It has Darkness, meaning it can’t be Challenged or Targeted before it Interacts.

 

Strategic Use In Gameplay

 

Death Fly is a small but slippery early Being. Darkness makes it difficult for your Opponent to deal with before it Interacts, while 4 Move gives it strong repositioning options.

 

Because it has 0 Reach, Death Fly cannot Challenge unless another effect increases its Reach. This makes it more useful for Blocking, positioning, and Creep synergy than direct offense.

 

Synergies And Combinations

 

Darkness Protection: Death Fly can’t be Challenged or Targeted before it Interacts.

 

High Mobility: With 4 Move, Death Fly can reposition across the Storyline easily.

 

Creep Synergy: Death Fly works well in Decks that care about Creeps or need small protected Beings.

 

Frequently Asked Questions

 

Q: Can Death Fly Challenge with 0 Reach?

A: No. A Being with 0 Reach cannot Challenge unless another effect increases its Reach.

 

Q: Can Death Fly be affected by non-targeting Damage?

A: Yes. Darkness does not stop non-targeting effects, such as Damage to all enemy Beings.

 

Q: When does Darkness stop protecting Death Fly?

A: Darkness stops protecting Death Fly after it Interacts by Moving or Challenging.

 

Declared Unclean

 

Declared Unclean is an Uncommon Event from the Torah Age, costing 2 Faith. It gives target friendly Being Unclean this Turn only.

 

Strategic Use In Gameplay

 

Declared Unclean is a tactical Event that can turn one of your friendly Beings into a deadly threat for the Turn. A Being with Unclean Exiles Beings damaged by it, allowing even a smaller friendly Being to trade into something much larger if it deals Damage.

 

Because the Unclean effect lasts this Turn only, you want to use Declared Unclean when that friendly Being is ready to Challenge or deal Damage.

 

Synergies And Combinations

 

Deadly Challenge: Give Unclean to a friendly Being before it Challenges an enemy Being.

 

Small-To-Large Trade: A small Being with Unclean can Exile a much larger Being if it damages it.

 

Event Synergy: Declared Unclean works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can Declared Unclean target an enemy Being?

A: No. Declared Unclean targets a friendly Being.

 

Q: Does Unclean Exile Beings damaged by the friendly Being?

A: Yes. A Being with Unclean Exiles Beings damaged by it.

 

Q: Does Declared Unclean last permanently?

A: No. Declared Unclean gives Unclean this Turn only.

 

Levite Priest

 

Levite Priest is an Uncommon Priest Being from the Torah Age, costing 2 Faith with 3 Strength, 2 Hope, 2 Reach, and 3 Move. Its Prophecy Ability returns another target friendly Being to its owner’s Hand.

 

Strategic Use In Gameplay

 

Levite Priest is a strong utility Being that can return another friendly Being to its owner’s Hand when it is Created. This can save an important Being, reuse a Prophecy Ability, or remove a damaged Being from danger.

 

Even if you have no other friendly Beings on the Storyline, Levite Priest is still useful. In that case, its Prophecy Ability has no valid target, but you still get a strong 3 Strength Being for only 2 Faith.

 

Synergies And Combinations

 

Prophecy Reuse: Return another friendly Being with Prophecy so you can Play it again later.

 

Protection Tool: Save a damaged or important friendly Being by returning it to its owner’s Hand.

 

Strong Early Body: Even with no other friendly Beings to return, Levite Priest gives you 3 Strength, 2 Hope, 2 Reach, and 3 Move for only 2 Faith.

 

Frequently Asked Questions

 

Q: Can Levite Priest target itself with its Prophecy Ability?

A: No. It must target another friendly Being.

 

Q: What happens if I have no other friendly Being?

A: If there is no other friendly Being to target, the Prophecy Ability has no valid target. You still Create Levite Priest onto the Storyline.

 

Q: Is Levite Priest still good if I do not return another Being?

A: Yes. Levite Priest still gives you a strong 3 Strength Being for only 2 Faith, even when its Prophecy Ability does not return anything.

 

Passover Offering

 

Passover Offering is a Common Cattle Being from the Torah Age, costing 2 Faith with 2 Strength, 2 Hope, 2 Reach, and 2 Move. Adjacent Cattle have +1 Strength.

 

Strategic Use In Gameplay

 

Passover Offering is a useful support Being for Cattle-focused Decks. Its Ability gives +1 Strength to Adjacent Cattle, helping nearby Cattle deal more Damage in Challenges or push harder against the Opponent.

 

Because the bonus depends on adjacency, placement matters. Passover Offering is strongest when placed beside one or two other Cattle.

 

Synergies And Combinations

 

Cattle Support: Passover Offering gives Adjacent Cattle +1 Strength.

 

Positioning Strategy: Place Passover Offering beside important Cattle to increase their Damage output.

 

Wide Cattle Storyline: Passover Offering works best when your Storyline has multiple Cattle that can benefit from adjacency.

 

Frequently Asked Questions

 

Q: Does Passover Offering give itself +1 Strength?

A: No. Passover Offering gives +1 Strength to Adjacent Cattle, not to itself.

 

Q: Does Passover Offering help non-Cattle Beings?

A: No. Its Ability only affects Adjacent Cattle.

 

Q: What happens if a Cattle moves beside Passover Offering?

A: As long as that Cattle is Adjacent to Passover Offering and the Ability is active, it has +1 Strength.

 

Grievous Locust

 

Grievous Locust is a Common Creep Being from the Torah Age, costing 2 Faith with 2 Strength, 1 Hope, 1 Reach, and 0 Move. It has Zeal, allowing it to Challenge immediately.

 

Strategic Use In Gameplay

 

Grievous Locust is an aggressive early Being that can act right away. Because it has Zeal, it can Challenge the Turn it is Created, letting you pressure an enemy Being immediately.

 

Its 0 Move means it cannot reposition normally, so you need to Create it in the right Slot if you want to use its Challenge effectively.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Grievous Locust Challenge immediately when it is Created.

 

Creep Synergy: Grievous Locust works well in Decks that care about Creeps or early pressure.

 

Early Removal Pressure: With 2 Strength and Zeal, Grievous Locust can Challenge small enemy Beings right away.

 

Frequently Asked Questions

 

Q: Can Grievous Locust Challenge the Turn it is Created?

A: Yes. Zeal lets it Challenge immediately.

 

Q: Can Grievous Locust Move immediately?

A: No. Zeal lets it Challenge immediately. It does not let it Move immediately.

 

Q: Can Grievous Locust Move normally?

A: Not normally. Grievous Locust has 0 Move, so it cannot Move unless another effect increases its Move or moves it.

 

Holy Festival

 

Holy Festival is a Rare Event from the Torah Age, costing 2 Faith. It returns target Being to its owner’s Hand, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Holy Festival is a flexible Event that can target either a friendly Being or an enemy Being. You can use it defensively to save one of your own Beings, offensively to remove an enemy Being from the Storyline, or strategically to reuse a Prophecy Ability later.

 

After returning the target Being to its owner’s Hand, Holy Festival also lets you Draw a Verse, helping replace itself in your Hand.

 

Synergies And Combinations

 

Prophecy Reuse: Return a friendly Being with Prophecy to its owner’s Hand so you can Play it again later.

 

Tempo Control: Return an enemy Being to its owner’s Hand to slow your Opponent down.

 

Card Draw: Holy Festival lets you Draw a Verse after returning the target Being.

 

Frequently Asked Questions

 

Q: Can Holy Festival target friendly Beings and enemy Beings?

A: Yes. Holy Festival says target Being, so it can target a friendly Being or an enemy Being.

 

Q: What happens if Holy Festival returns a Token?

A: If a Token leaves the Storyline, it leaves the Game and returns to the Out-Of-Game Zone instead of staying in Hand.

 

Q: Can Holy Festival help reuse Prophecy Abilities?

A: Yes. If you return a friendly Being with Prophecy to its owner’s Hand, you can Play it again later and trigger Prophecy again when it is Created.

 

Dietary Rules

 

Dietary Rules is a Common Event from the Torah Age, costing 2 Faith. It deals 1 Damage to target enemy, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Dietary Rules is a simple value Event that combines small Damage with card draw. Since it targets enemy, it can target either an Opponent or an enemy Being.

 

If it damages an enemy Being, it can help finish off a weakened threat. If it damages an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted.

 

Synergies And Combinations

 

Efficient Damage: Dietary Rules deals 1 Damage while also letting you Draw a Verse.

 

Card Draw: Drawing a Verse helps keep your Hand moving.

 

Pray Synergy: Since Dietary Rules is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Dietary Rules target an Opponent?

A: Yes. It says target enemy, so it can target an Opponent or an enemy Being.

 

Q: Does Dietary Rules help me Gain Bible Points?

A: Yes, if it deals Damage to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Q: Does Dietary Rules let me Draw a Verse?

A: Yes. After dealing 1 Damage to target enemy, you Draw a Verse.

 

Unclean Woman

 

Unclean Woman is a Common Woman Being from the Torah Age, costing 3 Faith with 1 Strength, 2 Hope, 1 Reach, and 2 Move. It has Unclean, meaning it Exiles Beings damaged by it.

 

Strategic Use In Gameplay

 

Unclean Woman is a dangerous control Being despite her small Stats. Because she has Unclean, any Being she damages is Exiled.

 

This makes her useful for threatening larger enemy Beings. Even if she only deals 1 Damage, Unclean can still Exile the damaged Being.

 

Synergies And Combinations

 

Unclean Removal: Unclean Woman can Exile Beings she damages.

 

Small-To-Large Trade: Even with only 1 Strength, she can threaten larger Beings if she is able to Damage them.

 

Woman Synergy: Unclean Woman works well in Decks that care about Women or disruptive control Beings.

 

Frequently Asked Questions

 

Q: What does Unclean do?

A: Unclean means the Being Exiles Beings damaged by it.

 

Q: Can Unclean Woman Exile a Being with high Hope?

A: Yes. If Unclean Woman damages that Being, Unclean Exiles it.

 

Q: Does Unclean work if Unclean Woman is Exiled in the same Challenge?

A: Yes. As long as Unclean Woman damages the other Being, Unclean can Exile that damaged Being.

 

Moses, Law Of God

 

Moses, Law Of God is a Holy Rare Prophet Being from the Torah Age, costing 3 Faith with 3 Strength, 3 Hope, 3 Reach, and 4 Move. All enemy Beings have -1 Strength and -1 Hope.

 

Strategic Use In Gameplay

 

Moses, Law Of God is a powerful control Being that weakens every enemy Being on the Storyline. The -1 Strength makes enemy Beings less dangerous in Challenges, while the -1 Hope makes them easier to Exile.

 

This Ability is especially strong against small Beings, because enemy Beings with only 1 Hope may be Exiled once their Hope is reduced.

 

Synergies And Combinations

 

Storyline Weakening: Moses reduces the Strength and Hope of all enemy Beings.

 

Anti-Wide Pressure: Moses is strong against Decks that create many small Beings or Tokens.

 

Damage Setup: Reducing enemy Hope makes your Damage-dealing Events and Challenges more effective.

 

Frequently Asked Questions

 

Q: Does Moses affect friendly Beings?

A: No. Moses only gives -1 Strength and -1 Hope to enemy Beings.

 

Q: Can Moses cause enemy Beings to be Exiled?

A: Yes. If an enemy Being’s current Hope becomes 0 or less because of Moses, that Being is Exiled.

 

Q: What happens if Moses leaves the Storyline?

A: His ongoing Ability stops applying, so enemy Beings no longer have -1 Strength and -1 Hope from Moses.

 

Joshua, Trustworthy Spy

 

Joshua, Trustworthy Spy is a Common Soldier Being from the Torah Age, costing 3 Faith with 2 Strength, 2 Hope, 3 Reach, and 1 Move. He has Darkness, meaning he can’t be Challenged or Targeted before he Interacts.

 

Strategic Use In Gameplay

 

Joshua, Trustworthy Spy is a protected midgame Being that can choose when to expose himself. Darkness helps keep him safe before he Interacts, making it harder for your Opponent to remove him with Targeted Abilities or Challenges.

 

With 3 Reach, Joshua can threaten several enemy Slots once he is ready to Challenge.

 

Synergies And Combinations

 

Darkness Protection: Joshua can’t be Challenged or Targeted before he Interacts.

 

Soldier Synergy: Joshua works well in Decks that care about Soldiers or protected Beings.

 

Controlled Timing: Darkness lets you choose when Joshua becomes vulnerable by deciding when he Interacts.

 

Frequently Asked Questions

 

Q: Can Joshua be Challenged before he Interacts?

A: No. Darkness stops him from being Challenged before he Interacts.

 

Q: Can Joshua be Targeted by Events before he Interacts?

A: No, not if the Event targets him. Darkness stops Ability Targeting before he Interacts.

 

Q: Can Joshua be affected by non-targeting effects?

A: Yes. Darkness does not stop non-targeting effects, such as Damage to all enemy Beings.

 

Desert Hardships

 

Desert Hardships is an Uncommon Event from the Torah Age, costing 3 Faith. It deals 1 Damage to all enemy Beings, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Desert Hardships is a strong utility Event that softens the enemy Storyline while replacing itself with another Verse. The 1 Damage can remove low-Hope Beings, weaken larger ones, or prepare enemy Beings for future Challenges.

 

Because it affects all enemy Beings and does not Target, it can also Damage enemy Beings with Darkness.

 

Synergies And Combinations

 

Wide Storyline Damage: Desert Hardships deals 1 Damage to all enemy Beings.

 

Card Draw: After dealing Damage, Desert Hardships lets you Draw a Verse.

 

Pray Synergy: Since Desert Hardships is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Desert Hardships Damage friendly Beings?

A: No. It only deals Damage to enemy Beings.

 

Q: Does Desert Hardships Target enemy Beings?

A: No. It deals Damage to all enemy Beings, so it does not Target them individually.

 

Q: Can Desert Hardships affect Beings with Darkness?

A: Yes. Darkness does not stop non-targeting effects.

 

Falling Frog

 

Falling Frog is a Rare Creep Being from the Torah Age, costing 3 Faith with 1 Strength, 1 Hope, 2 Reach, and 0 Move. It has Zeal and Unclean.

 

Strategic Use In Gameplay

 

Falling Frog is a tactical removal Being. Zeal lets it Challenge immediately, and Unclean lets it Exile any Being it damages.

 

This means Falling Frog can be Created and immediately Challenge an enemy Being it can legally Reach. Even though it only has 1 Strength, that 1 Damage can be enough for Unclean to Exile the damaged Being.

 

Synergies And Combinations

 

Immediate Removal Pressure: Zeal lets Falling Frog Challenge immediately.

 

Unclean Threat: Any Being damaged by Falling Frog is Exiled.

 

Creep Synergy: Falling Frog works well in Decks that care about Creeps or disruptive Beings.

 

Frequently Asked Questions

 

Q: Can Falling Frog Challenge the Turn it is Created?

A: Yes. Zeal lets it Challenge immediately.

 

Q: Can Falling Frog Exile a Being with high Hope?

A: Yes. If Falling Frog damages that Being, Unclean Exiles it.

 

Q: Can Falling Frog Move immediately?

A: No. Zeal lets Falling Frog Challenge immediately. It does not let it Move immediately.

 

Eleazar, Next In Line

 

Eleazar, Next In Line is a Common Priest Being from the Torah Age, costing 4 Faith with 4 Strength, 5 Hope, 2 Reach, and 4 Move. His Prophecy Ability returns another target friendly Being to its owner’s Hand.

 

Strategic Use In Gameplay

 

Eleazar, Next In Line is a strong utility Being with solid Stats. When he is Created, he can return another friendly Being to its owner’s Hand, helping you reuse Prophecy Abilities, protect damaged Beings, or reset your Storyline.

 

Even if you have no other friendly Beings on the Storyline, Eleazar is still a strong Play. In that case, his Prophecy Ability has no valid target, but you still get a powerful 4 Strength, 5 Hope Being on the Storyline.

 

Synergies And Combinations

 

Prophecy Reuse: Return another friendly Being with Prophecy so you can Play it again later.

 

Protection Tool: Save a damaged or important friendly Being by returning it to its owner’s Hand.

 

Strong Stat Body: Even with no other friendly Beings to return, Eleazar gives you 4 Strength, 5 Hope, 2 Reach, and 4 Move.

 

Frequently Asked Questions

 

Q: Can Eleazar target himself with his Prophecy Ability?

A: No. He must target another friendly Being.

 

Q: What happens if I have no other friendly Being?

A: If there is no other friendly Being to target, the Prophecy Ability has no valid target. You still Create Eleazar onto the Storyline.

 

Q: Is Eleazar still good if I do not return another Being?

A: Yes. Eleazar still gives you a strong 4 Strength and 5 Hope body, making him useful even when his Prophecy Ability does not return anything.

 

Pharaoh, Hard Heart

 

Pharaoh, Hard Heart is an Uncommon King Being from the Torah Age, costing 4 Faith with 3 Strength, 4 Hope, 4 Reach, and 0 Move. His Prophecy Ability Humbles target enemy Being.

 

Strategic Use In Gameplay

 

Pharaoh, Hard Heart is a strong control Being that can shut down an enemy Being when he is Created. Humble cancels Abilities, making Pharaoh useful against enemy Beings that rely on keywords, ongoing effects, or powerful Abilities.

 

Because Pharaoh has 0 Move, careful placement matters. He can disrupt a key enemy Being immediately, but he will not reposition easily afterward.

 

Synergies And Combinations

 

Ability Control: Pharaoh can Humble a dangerous enemy Being and cancel its Abilities.

 

Tempo Disruption: Humbling a key enemy Being can weaken your Opponent’s plan and give you time to take control of the Storyline.

 

King Synergy: Pharaoh fits naturally into Decks that care about Kings or control-focused Beings.

 

Frequently Asked Questions

 

Q: What does Humble do?

A: Humble cancels Abilities and removes added Strength and Hope from other effects, but it does not remove Damage Counters.

 

Q: Can Pharaoh Humble an enemy Being with Protect?

A: Yes. Protect does not stop Ability Targeting. Protect only blocks Challenges to Adjacent Beings.

 

Q: Can Pharaoh Humble an enemy Being with Darkness?

A: Not before that Being Interacts. Darkness stops a Being from being Challenged or Targeted before it Interacts.

 

Caleb, Receiving Land

 

Caleb, Receiving Land is a Common Soldier Being from the Torah Age, costing 4 Faith with 2 Strength, 4 Hope, 5 Reach, and 2 Move. He has Zeal, allowing him to Challenge immediately.

 

Strategic Use In Gameplay

 

Caleb, Receiving Land is a strong tempo Being because he can act right away. With Zeal, Caleb can Challenge the Turn he is Created, helping you remove an enemy Being, pressure the Storyline, or take advantage of an open lane.

 

His 5 Reach gives him excellent Challenge range, making it easier for him to interact with enemy Beings across the Storyline.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Caleb Challenge immediately when he is Created.

 

High Reach: With 5 Reach, Caleb can threaten a wide area of the enemy Storyline.

 

Soldier Synergy: Caleb works well in Decks that care about Soldiers or tempo-based Challenges.

 

Frequently Asked Questions

 

Q: Can Caleb Challenge the Turn he is Created?

A: Yes. Zeal lets Caleb Challenge immediately.

 

Q: Can Caleb Move immediately because of Zeal?

A: No. Zeal lets Caleb Challenge immediately. It does not let him Move immediately.

 

Q: Does Caleb have to Challenge immediately?

A: No. Zeal allows Caleb to Challenge immediately, but you are not forced to Challenge with him.

 

Jethro, Father In Law

 

Jethro, Father In Law is an Uncommon Priest Being from the Torah Age, costing 4 Faith with 3 Strength, 3 Hope, 1 Reach, and 5 Move. His Prophecy Ability gives another target friendly Being Darkness until your next Start Of Turn.

 

Strategic Use In Gameplay

 

Jethro, Father In Law is a protective utility Being. When he is Created, he can give another friendly Being Darkness until your next Start Of Turn, helping protect that Being from Challenges and Ability Targeting before it Interacts.

 

This makes Jethro useful when you need to protect an important Being, preserve a Combo piece, or keep a valuable threat safe through your Opponent’s Turn.

 

Synergies And Combinations

 

Darkness Protection: Jethro can give another friendly Being Darkness until your next Start Of Turn.

 

Protecting Key Beings: Use Jethro to help guard an important friendly Being from Targeted Abilities or Challenges.

 

Priest Synergy: Jethro fits naturally into Decks that care about Priests or Prophecy utility.

 

Frequently Asked Questions

 

Q: Can Jethro give Darkness to himself?

A: No. Jethro gives Darkness to another target friendly Being.

 

Q: How long does the Darkness last?

A: It lasts until your next Start Of Turn.

 

Q: What does Darkness do?

A: Darkness means the Being can’t be Challenged or Targeted before it Interacts.

 

Aaron, Voice Of Liberty

 

Aaron, Voice Of Liberty is a Common Priest Being from the Torah Age, costing 5 Faith with 5 Strength, 3 Hope, 3 Reach, and 3 Move. He has Anointing, allowing him to ignore the first Damage he would take.

 

Strategic Use In Gameplay

 

Aaron, Voice Of Liberty is a strong midgame Being with built-in protection. His 5 Strength lets him threaten strong Challenges, while Anointing helps him survive the first Damage he would take.

 

Because Anointing can protect him from either Challenge Damage or Event Damage, Aaron is a reliable Being for holding the Storyline and pressuring enemy Beings.

 

Synergies And Combinations

 

Anointing Protection: Aaron ignores the first Damage he would take.

 

Strong Challenge Threat: With 5 Strength, Aaron can pressure many enemy Beings.

 

Priest Synergy: Aaron fits naturally into Decks that care about Priests or durable midgame Beings.

 

Frequently Asked Questions

 

Q: What does Anointing do?

A: Anointing means Aaron ignores the first Damage he would take.

 

Q: Does Anointing stop direct Exile?

A: No. Anointing only ignores Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Q: Does Anointing reset every Turn?

A: No. Anointing ignores the first Damage taken. It does not reset every Turn unless another effect gives Anointing again.

 

Balaam, Hired Seer

 

Balaam, Hired Seer is an Uncommon Prophet Being from the Torah Age, costing 5 Faith with 5 Strength, 2 Hope, 4 Reach, and 1 Move. He has Darkness, meaning he can’t be Challenged or Targeted before he Interacts.

 

Strategic Use In Gameplay

 

Balaam, Hired Seer is a dangerous protected threat. With 5 Strength and 4 Reach, he can threaten strong Challenges once you are ready to use him.

 

Darkness makes Balaam harder for your Opponent to answer before he Interacts, helping him survive long enough to become a real threat on the Storyline.

 

Synergies And Combinations

 

Darkness Protection: Balaam can’t be Challenged or Targeted before he Interacts.

 

High Strength Threat: With 5 Strength, Balaam can win many Challenges.

 

Prophet Synergy: Balaam works well in Decks that care about Prophets or protected offensive Beings.

 

Frequently Asked Questions

 

Q: Can Balaam be Challenged before he Interacts?

A: No. Darkness stops him from being Challenged before he Interacts.

 

Q: Can Balaam be Targeted by Events before he Interacts?

A: No, not if the Event targets him. Darkness stops Ability Targeting before he Interacts.

 

Q: Can Balaam be affected by non-targeting effects?

A: Yes. Darkness does not stop non-targeting effects, such as Damage to all enemy Beings.

 

Korah, Rebel Leader

 

Korah, Rebel Leader is a Rare Chief Being from the Torah Age, costing 5 Faith with 6 Strength, 3 Hope, 4 Reach, and 2 Move. His Prophecy Ability deals 3 Damage to target enemy.

 

Strategic Use In Gameplay

 

Korah, Rebel Leader is a powerful tempo Being that brings both strong Stats and immediate Damage. When he is Created, his Prophecy Ability can deal 3 Damage to an enemy Being or to the Opponent.

 

This makes Korah useful as removal, direct pressure, or a way to finish off a weakened enemy Being before using his 6 Strength to control the Storyline.

 

Synergies And Combinations

 

Immediate Damage: Korah deals 3 Damage to target enemy when he is Created.

 

Direct Pressure: If Korah damages an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted.

 

Chief Synergy: Korah fits naturally into Decks that care about Chiefs or high-Strength Beings.

 

Frequently Asked Questions

 

Q: Can Korah target an Opponent?

A: Yes. Korah says target enemy, so he can target an Opponent or an enemy Being.

 

Q: Does Korah help me Gain Bible Points?

A: Yes, if his Damage is dealt to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Q: Does Korah’s Prophecy Ability trigger when he is Created?

A: Yes. Prophecy triggers when Korah is Created.

 

Slew In Egypt

 

Slew In Egypt is a Common Event from the Torah Age, costing 5 Faith. It Exiles target enemy Being.

 

Strategic Use In Gameplay

 

Slew In Egypt is clean single-target removal. It does not deal Damage. It simply Exiles target enemy Being, making it useful against large Beings, damaged Beings, protected Beings, or threats that would be difficult to remove through Challenges.

 

Because it targets, you need to choose a legal enemy Being that can be Targeted.

 

Synergies And Combinations

 

Direct Exile: Slew In Egypt Exiles target enemy Being without needing to deal Damage first.

 

Threat Removal: Use it to remove a dangerous enemy Being from the Storyline.

 

Control Strategy: Slew In Egypt fits well in Decks that want clear answers to major enemy threats.

 

Frequently Asked Questions

 

Q: Does Slew In Egypt deal Damage?

A: No. Slew In Egypt Exiles target enemy Being.

 

Q: Can Slew In Egypt Exile a Being with Protect?

A: Yes. Protect does not stop Ability Targeting. It only blocks Challenges to Adjacent Beings.

 

Q: Can Slew In Egypt target a Being with Darkness?

A: Not before that Being Interacts. Darkness stops a Being from being Targeted before it Interacts.

 

Sacrificial Bullock

 

Sacrificial Bullock is a Common Cattle Being from the Torah Age, costing 6 Faith with 5 Strength, 6 Hope, 3 Reach, and 5 Move. It has Protect, allowing it to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Sacrificial Bullock is a large defensive Being that can protect important friendly Beings beside it. With 5 Strength and 6 Hope, it is difficult to remove through normal Challenges.

 

Because it has 5 Move, Sacrificial Bullock can reposition well and protect different Beings as the Storyline changes.

 

Synergies And Combinations

 

Protecting Key Beings: Sacrificial Bullock blocks Challenges to Adjacent friendly Beings.

 

Large Defensive Body: With 5 Strength and 6 Hope, it is a strong wall on the Storyline.

 

Cattle Synergy: Sacrificial Bullock works well in Decks that care about Cattle or defensive positioning.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Does Protect stop Events?

A: No. Protect does not stop Ability Targeting or Damage from Events.

 

Q: Can Sacrificial Bullock protect Beings beside it?

A: Yes. Its Protect can block Challenges to Adjacent Beings.

 

Wilderness Wandering

 

Wilderness Wandering is an Uncommon Event from the Torah Age, costing 6 Faith. It returns all Beings to their owners’ Hands.

 

Strategic Use In Gameplay

 

Wilderness Wandering is a full Storyline reset. It returns every Being to its owner’s Hand, forcing both Players to rebuild their Storylines.

 

This can be used defensively when your Opponent has a stronger Storyline, or strategically when you want to reuse your own Prophecy Abilities by Playing those Beings again later.

 

Synergies And Combinations

 

Storyline Reset: Wilderness Wandering returns all Beings to their owners’ Hands.

 

Prophecy Reuse: Friendly Beings with Prophecy can be Played again later to trigger their Abilities again.

 

Tempo Control: Returning all Beings can slow down an Opponent who has built a large Storyline.

 

Frequently Asked Questions

 

Q: Does Wilderness Wandering return friendly and enemy Beings?

A: Yes. It returns all Beings to their owners’ Hands.

 

Q: What happens to Tokens returned by Wilderness Wandering?

A: If a Token leaves the Storyline, it leaves the Game and returns to the Out-Of-Game Zone instead of staying in Hand.

 

Q: Can Wilderness Wandering help reuse Prophecy Abilities?

A: Yes. If a Being with Prophecy returns to your Hand, you can Play it again later and trigger Prophecy again when it is Created.

 

Ark Of The Covenant

 

Ark Of The Covenant is a Holy Rare Event from the Torah Age, costing 7 Faith. It has Discern, letting you choose between two outcomes: Draw seven Verses, or target Opponent draws seven Verses.

 

Strategic Use In Gameplay

 

Ark Of The Covenant is one of the strongest card-draw Events in Bible TCG. In most situations, drawing seven Verses gives you a massive resource advantage and helps you find the exact Verses you need.

 

The second option can make target Opponent draw seven Verses instead. This can be used strategically if forcing the Opponent to draw creates pressure on their Deck or puts them in a dangerous position.

 

Synergies And Combinations

 

Massive Card Draw: Ark Of The Covenant can let you Draw seven Verses.

 

Discern Choice: You choose whether you Draw seven Verses or target Opponent draws seven Verses.

 

Combo Support: Drawing seven Verses can help you find key pieces for a powerful Turn.

 

Frequently Asked Questions

 

Q: What does Discern mean?

A: Discern means you choose one of the listed options.

 

Q: Can I choose to make my Opponent draw seven Verses?

A: Yes. Ark Of The Covenant can make target Opponent draw seven Verses.

 

Q: Do I have to Draw seven Verses if I choose the first option?

A: Yes. If you choose to Draw seven Verses, you Draw seven Verses.

 

Conclusion

 

The Torah Age teaches you how to control the Storyline with removal, return effects, Humble, Darkness, and Unclean.

 

Now that you understand how Torah Verses restrict and answer enemy threats, the next step is to learn an Age that strengthens what is already on the Storyline.

 

In the Israel Age, we’ll look at buffs, Anointing, Restoration, Prophecy, and combat-focused gameplay.

Chapter 21: Israel Age - Learn All The Israel Verses

 

Introduction

 

The Israel Age is about battles, kings, prophets, victories, failures, and endurance. Because this Age follows a nation fighting, rising, falling, and being restored, its gameplay focuses on strengthening your Beings and making them more effective in Challenges.

 

In gameplay, Israel Verses use buffs, Anointing, Restoration, Prophecy, and combat abilities to improve your Storyline. This Age rewards players who want to build strong Beings, protect them, and win through better Challenges.

 

As you study the Israel Verses, look for how this Age turns ordinary Beings into serious threats. Israel gameplay is about building a stronger Storyline and fighting from that strength.

 

David’s Cattle

 

David’s Cattle is a Common Cattle Being from the Israel Age, costing 1 Faith with 1 Strength, 1 Hope, 1 Reach, and 3 Move. It has no Ability, but it can also be Created by Flock Sheep.

 

Strategic Use In Gameplay

 

David’s Cattle is a simple low-cost Cattle Being that helps establish early Storyline presence. Its Stats are small, but 3 Move gives it enough flexibility to reposition, Block, or support Cattle-based strategies.

 

David’s Cattle can also be Created as a Token by Flock Sheep, making it useful in Decks that want to build a wider Storyline with multiple Cattle.

 

Synergies And Combinations

 

Early Storyline Presence: David’s Cattle gives you a low-cost Being that can help fill the Storyline early.

 

Token Creation: Flock Sheep can Create two David’s Cattle Tokens when it is Created.

 

Cattle Synergy: David’s Cattle works well with Cattle support cards that increase Strength, Hope, or reward having multiple Cattle.

 

Frequently Asked Questions

 

Q: Does David’s Cattle have an Ability?

A: No. David’s Cattle has no Ability.

 

Q: What can Create David’s Cattle Tokens?

A: Flock Sheep can Create two David’s Cattle Tokens with its Prophecy Ability.

 

Q: Does Creating a David's Cattle Token count as Playing a Being?

A: Yes. Creating a Token counts as Playing a Being Verse from the Out-Of-Game Zone and Creating it onto the Storyline. It is not Played from your Hand, and you do not pay its Cost.

 

Breaching Whale

 

Breaching Whale is a Rare Fish Being from the Israel Age, costing 1 Faith with 2 Strength, 3 Hope, 1 Reach, and 4 Move. Its Prophecy Ability Exiles another target friendly Being.

 

Strategic Use In Gameplay

 

Breaching Whale is a strong low-cost Being with an important drawback and Combo purpose. If you have another friendly Being on the Storyline, Breaching Whale’s Prophecy Ability must target another friendly Being and Exile it.

 

This can be a drawback if you are not prepared, but it can also be useful if you want to trigger Resurrect, clear a Slot, or remove one of your own Beings for strategic value.

 

Synergies And Combinations

 

Resurrect Setup: Breaching Whale can Exile another friendly Being with Resurrect to trigger that Being’s Ability.

 

Low-Cost Stats: For 1 Faith, Breaching Whale gives strong Stats if you can manage its Prophecy Ability well.

 

Fish Synergy: Breaching Whale fits naturally into Decks that care about Fish or low-cost tempo Beings.

 

Frequently Asked Questions

 

Q: Can Breaching Whale Exile itself?

A: No. It must Exile another target friendly Being.

 

Q: What happens if I have no other friendly Being?

A: If there is no other friendly Being to target, the Prophecy Ability has no valid target. You still Create Breaching Whale onto the Storyline.

 

Q: Can Breaching Whale trigger Resurrect?

A: Yes. If Breaching Whale Exiles another friendly Being with Resurrect from the Storyline, that Being’s Resurrect Ability triggers.

 

Jericho’s Trumpet

 

Jericho’s Trumpet is a Common Event from the Israel Age, costing 1 Faith. It gives target friendly Being +2 Strength.

 

Strategic Use In Gameplay

 

Jericho’s Trumpet is a cheap Strength buff that can help a friendly Being win Challenges or deal more Damage to the Opponent.

 

Because no duration is given, the +2 Strength stays unless another effect removes it. This makes Jericho’s Trumpet useful both as an immediate combat boost and as a long-term upgrade for an important Being.

 

Synergies And Combinations

 

Strength Buff: Jericho’s Trumpet gives target friendly Being +2 Strength.

 

Challenge Pressure: The extra Strength can help a friendly Being win important Challenges.

 

Event Synergy: Jericho’s Trumpet works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Does Jericho’s Trumpet last this Turn only?

A: No. Since no duration is given, the +2 Strength stays unless another effect removes it.

 

Q: Can Jericho’s Trumpet target an enemy Being?

A: No. It targets a friendly Being.

 

Q: Can Humble remove the Strength from Jericho’s Trumpet?

A: Yes. Humble removes added Strength and Hope from other effects.

 

Land Inheritance

 

Land Inheritance is an Uncommon Event from the Israel Age, costing 1 Faith. Whenever target friendly Being Challenges, you Draw a Verse.

 

Strategic Use In Gameplay

 

Land Inheritance turns a friendly Being into a card-draw engine. Every time that Being Challenges, you Draw a Verse, rewarding you for using that Being aggressively or repeatedly.

 

This is especially strong on Beings with Abundance, because they can Challenge twice and potentially Draw more than one Verse.

 

Synergies And Combinations

 

Challenge-To-Draw Engine: Land Inheritance lets you Draw a Verse whenever the target friendly Being Challenges.

 

Abundance Synergy: A Being with Abundance can Challenge twice, giving you more chances to Draw.

 

Event Synergy: Land Inheritance works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can Land Inheritance target an enemy Being?

A: No. It targets a friendly Being.

 

Q: Does the Draw happen every time the Being Challenges?

A: Yes. Whenever the target friendly Being Challenges, you Draw a Verse.

 

Q: What happens if the Being has Abundance?

A: If that Being Challenges twice, Land Inheritance can trigger each time it Challenges.

 

Oil Anointing

 

Oil Anointing is an Uncommon Event from the Israel Age, costing 1 Faith. It gives target friendly Being Anointing.

 

Strategic Use In Gameplay

 

Oil Anointing is a cheap protection Event that helps a friendly Being survive Damage. Anointing lets that Being ignore the first Damage it would take.

 

This is useful before a key Challenge, before your Opponent’s Turn, or when you want to protect an important Being from Damage-based Events.

 

Synergies And Combinations

 

Damage Protection: Oil Anointing gives a friendly Being Anointing, helping it ignore the first Damage it would take.

 

Safe Challenge: Use Oil Anointing before a Challenge to help your Being survive the Damage.

 

Event Synergy: Oil Anointing works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: What does Anointing do?

A: Anointing means the Being ignores the first Damage it would take.

 

Q: Can Oil Anointing target an enemy Being?

A: No. It targets a friendly Being.

 

Q: Does Anointing stop direct Exile?

A: No. Anointing only ignores Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Scared Enemy

 

Scared Enemy is a Common Event from the Israel Age, costing 1 Faith. It sets target enemy Being’s Strength to 1.

 

Strategic Use In Gameplay

 

Scared Enemy is a low-cost control Event that weakens a dangerous enemy Being. Setting a high-Strength enemy Being to 1 can make it much easier to Challenge, survive against, or ignore for a time.

 

This is especially useful against large Beings that rely on high Strength to dominate the Storyline.

 

Synergies And Combinations

 

Strength Reduction: Scared Enemy sets target enemy Being’s Strength to 1.

 

Favorable Challenges: Lowering an enemy Being’s Strength can make Challenges against it much safer.

 

Event Synergy: Scared Enemy works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can Scared Enemy target an Opponent?

A: No. Scared Enemy targets an enemy Being.

 

Q: Does Scared Enemy deal Damage?

A: No. It sets target enemy Being’s Strength to 1.

 

Q: Can Scared Enemy target a Being with Darkness?

A: Not before that Being Interacts. Darkness stops a Being from being Targeted before it Interacts.

 

Samuel, Last Judge

 

Samuel, Last Judge is a Common Prophet Being from the Israel Age, costing 2 Faith with 1 Strength, 1 Hope, 2 Reach, and 1 Move. His Prophecy Ability gives another target friendly Being Anointing.

 

Strategic Use In Gameplay

 

Samuel, Last Judge is a low-cost support Being that protects another friendly Being when he is Created. Giving Anointing to another friendly Being helps that Being ignore the first Damage it would take.

 

Samuel is especially useful when you already have an important Being on the Storyline that you want to protect before a Challenge or before your Opponent’s Turn.

 

Synergies And Combinations

 

Anointing Support: Samuel gives another target friendly Being Anointing when he is Created.

 

Protecting Key Beings: Use Samuel to protect an important friendly Being from its first Damage.

 

Prophet Synergy: Samuel fits naturally into Decks that care about Prophets or low-cost support Beings.

 

Frequently Asked Questions

 

Q: Can Samuel give Anointing to himself?

A: No. Samuel gives Anointing to another target friendly Being.

 

Q: What happens if I have no other friendly Being?

A: If there is no other friendly Being to target, Samuel’s Prophecy Ability has no valid target. You still Create Samuel onto the Storyline.

 

Q: What does Anointing do?

A: Anointing means the Being ignores the first Damage it would take.

 

Goliath’s Taunts

 

Goliath’s Taunts is an Uncommon Event from the Israel Age, costing 2 Faith. It sets all Beings’ Hope to 1.

 

Strategic Use In Gameplay

 

Goliath’s Taunts is a dangerous board-changing Event. By setting every Being’s Hope to 1, it makes the entire Storyline vulnerable to Damage and Challenges.

 

This can be used to set up board clears, make large enemy Beings easier to Exile, or prepare a Turn where small Damage effects become much more powerful.

 

Synergies And Combinations

 

Hope Reduction: Goliath’s Taunts sets all Beings’ Hope to 1.

 

Damage Setup: After Hope is set to 1, even small Damage effects can Exile Beings.

 

Board Reset Potential: Goliath’s Taunts works well with Events that deal Damage to all enemy Beings or all Beings.

 

Frequently Asked Questions

 

Q: Does Goliath’s Taunts affect friendly Beings too?

A: Yes. It sets all Beings’ Hope to 1, including friendly and enemy Beings.

 

Q: Does Goliath’s Taunts deal Damage?

A: No. It sets Hope to 1. It does not deal Damage.

 

Q: Can Humble remove this change?

A: Humble removes added Strength and Hope from other effects and cancels Abilities, but Goliath’s Taunts sets Hope to 1 rather than adding Hope.

 

Angry Hornet

 

Angry Hornet is a Common Creep Being from the Israel Age, costing 2 Faith with 1 Strength, 2 Hope, 1 Reach, and 1 Move. Its Prophecy Ability deals 1 Damage to target enemy Being.

 

Strategic Use In Gameplay

 

Angry Hornet is a low-cost Creep that gives immediate Damage when it is Created. Its Prophecy Ability can finish off a weakened enemy Being, remove a small Being, or set up a better Challenge.

 

After its Prophecy resolves, Angry Hornet remains on the Storyline as a small Being that can Block, Challenge, or support Creep synergies.

 

Synergies And Combinations

 

Immediate Damage: Angry Hornet deals 1 Damage to target enemy Being when it is Created.

 

Creep Synergy: Angry Hornet works well in Decks that care about Creeps or small utility Beings.

 

Damage Setup: Its Prophecy Damage can weaken an enemy Being before another friendly Being Challenges it.

 

Frequently Asked Questions

 

Q: Can Angry Hornet target an Opponent?

A: No. Angry Hornet targets an enemy Being.

 

Q: Does Angry Hornet’s Prophecy trigger when it is Created?

A: Yes. Prophecy triggers when Angry Hornet is Created.

 

Q: Does Damage dealt to a Being give Bible Points?

A: No. Damage dealt to a Being does not give Bible Points.

 

Flock Sheep

 

Flock Sheep is an Uncommon Cattle Being from the Israel Age, costing 2 Faith with 0 Strength, 1 Hope, 0 Reach, and 1 Move. Its Prophecy Ability Creates two David’s Cattle Tokens.

 

Strategic Use In Gameplay

 

Flock Sheep is a strong Storyline-building Being for Cattle Decks. Even though Flock Sheep has low Stats and cannot Challenge with 0 Reach, its value comes from Creating two David’s Cattle Tokens when it is Created.

 

This gives you multiple Cattle from one Play, helping you build a wide Storyline and set up Cattle buffs.

 

Synergies And Combinations

 

Token Creation: Flock Sheep Creates two David’s Cattle Tokens when it is Created.

 

Wide Cattle Storyline: Flock Sheep helps you build multiple Cattle onto the Storyline quickly.

 

Buff Setup: Creating multiple Cattle works well with effects that increase the Strength or Hope of nearby Cattle.

 

Frequently Asked Questions

 

Q: What Tokens does Flock Sheep Create?

A: Flock Sheep Creates two David’s Cattle Tokens.

 

Q: What happens if I do not have two open Slots?

A: Create as many David’s Cattle Tokens as you can in open Slots.

 

Q: Does Creating David’s Cattle Tokens count as Playing Beings from your Hand?

A: Yes. Creating Tokens is equivalent to playing Beings from your Hand onto the Storyline.

 

Rise To The Top

 

Rise To The Top is a Common Event from the Israel Age, costing 2 Faith. It restores 5 Hope to target Being.

 

Strategic Use In Gameplay

 

Rise To The Top is a strong Hope restoration Event that can keep an important Being on the Storyline. Restoring 5 Hope can save a damaged Being, help it survive future Challenges, or keep a key support Being active longer.

 

Because it targets any Being, it can target a friendly Being or an enemy Being. Most of the time, you will use it on a friendly Being you want to preserve.

 

Synergies And Combinations

 

Hope Restoration: Rise To The Top restores 5 Hope to target Being.

 

Protecting Key Beings: Use it to keep an important friendly Being from being Exiled.

 

Challenge Recovery: Restore Hope after a Being survives Damage so it can remain useful in later Turns.

 

Frequently Asked Questions

 

Q: Can Rise To The Top target an enemy Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Can Rise To The Top restore Hope above a Being’s maximum Hope?

A: No. Restore brings lost Hope back up, but it does not raise the Being above its maximum Hope.

 

Q: Does Rise To The Top deal Damage?

A: No. Rise To The Top restores Hope.

 

Ferocious Bear

 

Ferocious Bear is a Common Beast Being from the Israel Age, costing 3 Faith with 2 Strength, 4 Hope, 1 Reach, and 2 Move. It has Protect, allowing it to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Ferocious Bear is a durable defensive Being that can protect important friendly Beings beside it. With 4 Hope, it can take more Damage than many early Beings, making it useful for holding the Storyline.

 

Because Protect only works with Adjacent Beings, Ferocious Bear is strongest when placed beside Beings you want to protect from Challenges.

 

Synergies And Combinations

 

Protecting Key Beings: Ferocious Bear can block Challenges to Adjacent friendly Beings.

 

Durable Storyline Presence: With 4 Hope, Ferocious Bear can stay on the Storyline and absorb pressure.

 

Beast Synergy: Ferocious Bear works well in Decks that care about Beasts or defensive positioning.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Does Protect stop Events?

A: No. Protect does not stop Ability Targeting or Damage from Events.

 

Q: Can Ferocious Bear protect Beings beside it?

A: Yes. Its Protect can block Challenges to Adjacent Beings.

 

Gideon, Swift Warrior

 

Gideon, Swift Warrior is a Common Soldier Being from the Israel Age, costing 3 Faith with 2 Strength, 2 Hope, 2 Reach, and 2 Move. He has Anointing, allowing him to ignore the first Damage he would take.

 

Strategic Use In Gameplay

 

Gideon, Swift Warrior is a steady early Soldier with built-in protection. Anointing helps him survive the first Damage he would take, making him useful for safer Challenges or holding a Slot against small enemy Beings.

 

Even though his Stats are modest, Anointing gives him extra staying power and makes him more difficult to remove with the first Damage effect.

 

Synergies And Combinations

 

Anointing Protection: Gideon ignores the first Damage he would take.

 

Safer Challenges: Gideon can Challenge while ignoring the first Damage that would be dealt to him.

 

Soldier Synergy: Gideon fits naturally into Decks that care about Soldiers or protected Beings.

 

Frequently Asked Questions

 

Q: What does Anointing do?

A: Anointing means Gideon ignores the first Damage he would take.

 

Q: Does Anointing stop direct Exile?

A: No. Anointing only ignores Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Q: Does Anointing reset every Turn?

A: No. Anointing ignores the first Damage taken. It does not reset every Turn unless another effect gives Anointing again.

 

Jonah, Sent To Gentiles

 

Jonah, Sent To Gentiles is a Rare Prophet Being from the Israel Age, costing 3 Faith with 1 Strength, 4 Hope, 3 Reach, and 1 Move. Whenever Jonah takes Damage, you Draw a Verse.

 

Strategic Use In Gameplay

 

Jonah, Sent To Gentiles is a resource Being that rewards you when he takes Damage. With 4 Hope, Jonah can survive multiple small Damage effects, giving you chances to Draw more Verses over time.

 

Jonah is useful when you want a Being that can hold a Slot, survive pressure, and help keep your Hand full.

 

Synergies And Combinations

 

Damage-To-Draw: Whenever Jonah takes Damage, you Draw a Verse.

 

High Hope For Value: With 4 Hope, Jonah can survive Damage and continue generating value.

 

Prophet Synergy: Jonah fits naturally into Decks that care about Prophets or card draw.

 

Frequently Asked Questions

 

Q: Does Jonah Draw a Verse when he takes Damage from an Event?

A: Yes. Whenever Jonah takes Damage, you Draw a Verse.

 

Q: Does Jonah Draw a Verse if Anointing ignores the Damage?

A: No. If the Damage is ignored, Jonah did not take that Damage.

 

Q: Can Jonah Draw more than one Verse in a Turn?

A: Yes. If Jonah takes Damage multiple times, his Ability can trigger multiple times.

 

Young Lion

 

Young Lion is an Uncommon Beast Being from the Israel Age, costing 3 Faith with 2 Strength, 2 Hope, 1 Reach, and 4 Move. Its Prophecy Ability sets target enemy Being’s Strength to 1.

 

Strategic Use In Gameplay

 

Young Lion is a useful disruption Being. When it is Created, it can weaken a dangerous enemy Being by setting its Strength to 1.

 

This can make a large enemy Being much safer to Challenge, reduce incoming pressure, or stop a high-Strength threat from dominating the Storyline.

 

Synergies And Combinations

 

Strength Reduction: Young Lion sets target enemy Being’s Strength to 1 when it is Created.

 

Favorable Challenges: Weakening an enemy Being can help your friendly Beings survive Challenges against it.

 

Beast Synergy: Young Lion works well in Decks that care about Beasts or Prophecy utility.

 

Frequently Asked Questions

 

Q: Does Young Lion deal Damage?

A: No. Young Lion sets target enemy Being’s Strength to 1.

 

Q: Can Young Lion target an Opponent?

A: No. Young Lion targets an enemy Being.

 

Q: Can Young Lion target a Being with Darkness?

A: Not before that Being Interacts. Darkness stops a Being from being Targeted before it Interacts.

 

Elijah’s Mantle

 

Elijah’s Mantle is a Holy Rare Event from the Israel Age, costing 4 Faith. It gives target Being +2 Strength, +2 Hope, and Abundance.

 

Strategic Use In Gameplay

 

Elijah’s Mantle is a powerful upgrade Event. It can make a Being stronger, harder to Exile, and able to Challenge twice because of Abundance.

 

Because it targets any Being, it can target a friendly Being or an enemy Being. Most of the time, you will use it on a friendly Being to create a major threat on the Storyline.

 

Synergies And Combinations

 

Major Upgrade: Elijah’s Mantle gives target Being +2 Strength, +2 Hope, and Abundance.

 

Abundance Pressure: Abundance lets the Being Challenge twice, creating strong offensive pressure.

 

Challenge Triggers: Elijah’s Mantle is especially strong on Beings that have Abilities that trigger when they Challenge.

 

Frequently Asked Questions

 

Q: Can Elijah’s Mantle target an enemy Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Does Elijah’s Mantle last this Turn only?

A: No. Since no duration is given, the +2 Strength, +2 Hope, and Abundance stay unless another effect removes them.

 

Q: What does Abundance do?

A: Abundance allows the Being to Challenge twice.

 

Baal’s Defeat

 

Baal’s Defeat is a Rare Event from the Israel Age, costing 4 Faith. Roll a die, then deal that much Damage to all enemy Beings.

 

Strategic Use In Gameplay

 

Baal’s Defeat is a powerful but unpredictable Storyline Damage Event. The die roll determines how much Damage all enemy Beings take, which means the result can range from a small sweep to a major Storyline clear.

 

Because it affects all enemy Beings and does not Target, Baal’s Defeat can also Damage enemy Beings with Darkness.

 

Synergies And Combinations

 

Storyline Damage: Baal’s Defeat can deal Damage to every enemy Being at once.

 

High-Roll Power: A strong die roll can Exile many enemy Beings in one play.

 

Pray Synergy: Since Baal’s Defeat is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Baal’s Defeat Damage friendly Beings?

A: No. It only deals Damage to enemy Beings.

 

Q: Does Baal’s Defeat Target enemy Beings?

A: No. It deals Damage to all enemy Beings, so it does not Target them individually.

 

Q: Can Baal’s Defeat affect enemy Beings with Darkness?

A: Yes. Darkness does not stop non-targeting effects.

 

Bloody Jawbone

 

Bloody Jawbone is an Uncommon Event from the Israel Age, costing 4 Faith. It deals 4 Damage to target enemy Being, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Bloody Jawbone is a strong removal Event that also replaces itself in your Hand. It can deal 4 Damage to a target enemy Being, helping Exile many mid-sized threats or finish off a damaged one.

 

After dealing Damage, you Draw a Verse, which helps you keep resources while answering an enemy Being.

 

Synergies And Combinations

 

Targeted Removal: Bloody Jawbone deals 4 Damage to target enemy Being.

 

Card Draw: After dealing Damage, Bloody Jawbone lets you Draw a Verse.

 

Pray Synergy: Since Bloody Jawbone is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Bloody Jawbone target an Opponent?

A: No. Bloody Jawbone targets an enemy Being.

 

Q: Does Bloody Jawbone let me Draw a Verse?

A: Yes. After dealing 4 Damage to target enemy Being, you Draw a Verse.

 

Q: Does Damage dealt to a Being give Bible Points?

A: No. Damage dealt to a Being does not give Bible Points.

 

Daniel, Inside Babylon

 

Daniel, Inside Babylon is a Common Child Being from the Israel Age, costing 4 Faith with 3 Strength, 3 Hope, 4 Reach, and 2 Move. Whenever Daniel Challenges, target Opponent loses 2 Points.

 

Strategic Use In Gameplay

 

Daniel, Inside Babylon creates pressure every time he Challenges. His Ability makes target Opponent lose 2 Points whenever he Challenges, even before considering any Damage that may happen from the Challenge itself.

 

This makes Daniel especially strong with Abundance, because Challenging more than once can trigger his Ability more than once.

 

Synergies And Combinations

 

Challenge Pressure: Whenever Daniel Challenges, target Opponent loses 2 Points.

 

Abundance Synergy: If Daniel can Challenge twice, his Ability can trigger twice.

 

Child Synergy: Daniel fits naturally into Decks that care about Children or Challenge-based pressure.

 

Frequently Asked Questions

 

Q: When does Daniel’s Ability trigger?

A: Daniel’s Ability triggers whenever he Challenges.

 

Q: Is the 2 Point loss Damage?

A: No. Point loss is not Damage.

 

Q: Does Abundance help Daniel?

A: Yes. If Daniel Challenges twice, his Ability can trigger each time he Challenges.

 

Saul, Desired Ruler

 

Saul, Desired Ruler is an Uncommon King Being from the Israel Age, costing 5 Faith with 4 Strength, 2 Hope, 3 Reach, and 5 Move. His Prophecy Ability Exiles target enemy Being with 2 or less Strength.

 

Strategic Use In Gameplay

 

Saul, Desired Ruler is a strong removal Being against low-Strength enemy Beings. When he is Created, he can Exile a target enemy Being with 2 or less Strength.

 

This makes Saul useful against small support Beings, low-Strength utility Beings, or enemy Beings whose Strength has been reduced by another effect.

 

Synergies And Combinations

 

Low-Strength Removal: Saul Exiles target enemy Being with 2 or less Strength.

 

Strength Reduction Setup: Cards that lower enemy Strength can help create valid targets for Saul.

 

King Synergy: Saul fits naturally into Decks that care about Kings or Prophecy removal.

 

Frequently Asked Questions

 

Q: Can Saul Exile any enemy Being?

A: No. Saul can only Exile a target enemy Being with 2 or less Strength.

 

Q: What happens if there is no valid target?

A: If there is no target enemy Being with 2 or less Strength, Saul’s Prophecy Ability has no valid target. You still Create Saul onto the Storyline.

 

Q: Can Saul Exile a Being with Protect?

A: Yes, as long as that Being has 2 or less Strength and can be Targeted. Protect does not stop Ability Targeting.

 

Solomon, Wise Request

 

Solomon, Wise Request is an Uncommon King Being from the Israel Age, costing 5 Faith with 2 Strength, 6 Hope, 4 Reach, and 3 Move. He has Pray +2, increasing your Event Damage by 2.

 

Strategic Use In Gameplay

 

Solomon, Wise Request is a durable support Being for Event Damage strategies. With 6 Hope, Solomon can stay on the Storyline and continue increasing your Event Damage over multiple Turns.

 

He is especially useful in Decks that use Events to deal Damage to enemy Beings or to the Opponent. Pray +2 can turn smaller Damage Events into much stronger plays.

 

Synergies And Combinations

 

Event Damage: Solomon increases your Event Damage by 2 while he is on the Storyline.

 

Durable Support: With 6 Hope, Solomon can remain active and support your Event plays for a long time.

 

King Synergy: Solomon fits naturally into Decks that care about Kings or high-Hope support Beings.

 

Frequently Asked Questions

 

Q: What does Pray +2 do?

A: Pray +2 increases your Event Damage by 2.

 

Q: Does Solomon increase Damage from Challenges?

A: No. Pray increases Event Damage only.

 

Q: Can Solomon’s Pray stack with other Pray Beings?

A: Yes. Multiple Pray bonuses stack together.

 

Elisha, Double Portion

 

Elisha, Double Portion is a Common Prophet Being from the Israel Age, costing 6 Faith with 2 Strength, 5 Hope, 5 Reach, and 4 Move. He has Zeal and Abundance.

 

Strategic Use In Gameplay

 

Elisha, Double Portion is a flexible Challenge-focused Being. Zeal lets him Challenge immediately, and Abundance lets him Challenge twice.

 

This means Elisha can have an immediate impact the Turn he is Created, especially when you need to remove enemy Beings, pressure the Opponent, or trigger Challenge-based effects.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Elisha Challenge immediately when he is Created.

 

Double Challenge: Abundance allows Elisha to Challenge twice.

 

Prophet Synergy: Elisha fits naturally into Decks that care about Prophets or repeated Challenges.

 

Frequently Asked Questions

 

Q: Can Elisha Challenge the Turn he is Created?

A: Yes. Zeal lets Elisha Challenge immediately.

 

Q: Can Elisha Challenge twice on the Turn he is Created?

A: Yes. Zeal lets him Challenge immediately, and Abundance lets him Challenge twice.

 

Q: Can Elisha Move immediately because of Zeal?

A: No. Zeal lets him Challenge immediately. It does not let him Move immediately.

 

Samson, Wild Honey

 

Samson, Wild Honey is a Common Soldier Being from the Israel Age, costing 6 Faith with 4 Strength, 7 Hope, 4 Reach, and 5 Move. His Prophecy Ability gives Adjacent Beings +1 Strength.

 

Strategic Use In Gameplay

 

Samson, Wild Honey is a strong Being with high Hope and a useful positioning Ability. When he is Created, his Prophecy Ability gives +1 Strength to Adjacent Beings.

 

Because the Ability says Adjacent Beings, placement matters. Samson can strengthen the Beings beside him, helping them deal more Damage in future Challenges.

 

Synergies And Combinations

 

Adjacent Strength Bonus: Samson gives +1 Strength to Adjacent Beings when he is Created.

 

Positioning Strategy: Create Samson between Beings you want to strengthen.

 

Soldier Synergy: Samson fits naturally into Decks that care about Soldiers or strong midgame Beings.

 

Frequently Asked Questions

 

Q: Does Samson give +1 Strength to himself?

A: No. Samson gives +1 Strength to Adjacent Beings, not to himself.

 

Q: Does Samson only affect friendly Beings?

A: No. The Ability says Adjacent Beings, so be careful with placement.

 

Q: Does the +1 Strength stay?

A: Yes. Since no duration is given, the Strength stays unless another effect removes it.

 

Rebuilt Temple

 

Rebuilt Temple is a Rare Event from the Israel Age, costing 7 Faith. Target Opponent loses 10 Points, then you Draw three Verses.

 

Strategic Use In Gameplay

 

Rebuilt Temple is a powerful late-game Event that can greatly reduce an Opponent’s Points while also giving you more Verses. The Point loss can slow an Opponent who is close to winning, and Drawing three Verses helps refill your Hand.

 

Because the 10 Point loss is not Damage, it does not count as Damage and does not cause Bible Point gain.

 

Synergies And Combinations

 

Point Pressure: Rebuilt Temple makes target Opponent lose 10 Points.

 

Card Draw: After the Point loss, you Draw three Verses.

 

Late-Game Recovery: Rebuilt Temple can help you slow the Opponent while giving you more options.

 

Frequently Asked Questions

 

Q: Is the 10 Point loss Damage?

A: No. Point loss is not Damage.

 

Q: Do I Gain Bible Points from Rebuilt Temple?

A: No. Since Rebuilt Temple causes Point loss instead of Damage, it does not make you Gain Bible Points.

 

Q: Do I still Draw three Verses?

A: Yes. After target Opponent loses 10 Points, you Draw three Verses.

 

David, God’s Heart

 

David, God’s Heart is a Holy Rare King Being from the Israel Age, costing 7 Faith with 5 Strength, 3 Hope, 5 Reach, and 5 Move. He has Darkness, Anointing, and Resurrect. When David is Exiled, he Creates five David’s Cattle Tokens.

 

Strategic Use In Gameplay

 

David, God’s Heart is a powerful late-game Being with protection and lasting value. Darkness helps keep him safe from Challenges and Targeting before he Interacts, while Anointing lets him ignore the first Damage he would take.

 

Even when David is Exiled, his Resurrect Ability creates five David’s Cattle Tokens, helping you rebuild the Storyline with multiple Cattle.

 

Synergies And Combinations

 

Darkness Protection: David can’t be Challenged or Targeted before he Interacts.

 

Anointing Protection: David ignores the first Damage he would take.

 

Resurrect Value: When David is Exiled, he Creates five David’s Cattle Tokens.

 

Frequently Asked Questions

 

Q: What happens when David is Exiled?

A: His Resurrect Ability triggers and Creates five David’s Cattle Tokens.

 

Q: What happens if I do not have five open Slots?

A: Create as many David’s Cattle Tokens as you can in open Slots.

 

Q: Does Creating David’s Cattle Tokens count as Playing Beings from your Hand?

A: Yes. Creating Tokens is equivalent to playing Beings from your Hand onto the Storyline.

 

Conclusion

 

The Israel Age teaches you how to strengthen your Beings, protect them, restore them, and make them more dangerous in Challenges.

 

Now that you understand how Israel Verses build a stronger Storyline, the next step is to learn an Age built around healing, humility, protection, and survival.

 

In the Gospel Age, we’ll look at Restoration, Humble, Eternal, sacrifice, and resilient gameplay.

Chapter 22: Gospel Age - Learn All The Gospel Verses

 

Introduction

 

The Gospel Age is about healing, humility, sacrifice, and new life. Because this Age centers on the ministry, death, and resurrection of Jesus Christ, its gameplay focuses on restoration, survival, and turning weakness into strength.

 

In gameplay, Gospel Verses restore Hope, protect friendly Beings, Humble enemy threats, and help you survive pressure. This Age rewards players who want to endure, recover, and take control after the Opponent has spent their resources.

 

As you study the Gospel Verses, look for how this Age keeps Beings alive and answers dangerous abilities. Gospel gameplay is about grace becoming endurance on the Storyline.

 

Cloud Ascension

 

Cloud Ascension is a Common Event from the Gospel Age, costing 0 Faith. It restores 2 Hope to all Beings.

 

Strategic Use In Gameplay

 

Cloud Ascension is a wide Hope restoration Event. It restores 2 Hope to every Being on the Storyline, including friendly Beings and enemy Beings.

 

This is strongest when your friendly Beings are damaged and your Opponent’s Beings are not damaged, or when restoring your whole Storyline matters more than helping enemy Beings.

 

Synergies And Combinations

 

Wide Hope Restoration: Cloud Ascension restores 2 Hope to all Beings.

 

Storyline Recovery: It can help several damaged friendly Beings stay on the Storyline.

 

Event Synergy: Since Cloud Ascension costs 0 Faith, it can be used easily in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Does Cloud Ascension restore Hope to enemy Beings too?

A: Yes. It restores 2 Hope to all Beings.

 

Q: Can Cloud Ascension restore Hope above a Being’s maximum Hope?

A: No. Restore brings lost Hope back up, but it does not raise a Being above its maximum Hope.

 

Q: Does Cloud Ascension deal Damage?

A: No. Cloud Ascension restores Hope.

 

Star Of Bethlehem

 

Star Of Bethlehem is a Rare Event from the Gospel Age, costing 1 Faith. It Humbles target Being, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Star Of Bethlehem is a flexible control Event. Since it can target any Being, it can Humble an enemy Being to cancel its Abilities, or it can Humble one of your own Beings for a specific strategy.

 

After Humbling the target Being, you Draw a Verse, helping replace Star Of Bethlehem in your Hand.

 

Synergies And Combinations

 

Humble Control: Star Of Bethlehem can Humble a Being and cancel its Abilities.

 

Card Draw: After Humbling the target Being, you Draw a Verse.

 

Lazarus Setup: Star Of Bethlehem can Humble Lazarus, Come Forth to cancel his “can’t Interact” Ability.

 

Frequently Asked Questions

 

Q: Can Star Of Bethlehem target a friendly Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: What does Humble do?

A: Humble cancels Abilities and removes added Strength and Hope from other effects, but it does not remove Damage Counters.

 

Q: Does Star Of Bethlehem let me Draw a Verse?

A: Yes. After Humbling target Being, you Draw a Verse.

 

Behold The Nail

 

Behold The Nail is an Uncommon Event from the Gospel Age, costing 1 Faith. It has Discern, letting you choose between two outcomes: deal 1 Damage to target Being, or restore 2 Hope to it.

 

Strategic Use In Gameplay

 

Behold The Nail is a flexible Event that can be used for either Damage or Hope restoration. You can deal 1 Damage to a Being to finish it off or weaken it, or you can restore 2 Hope to a Being to help it stay on the Storyline.

 

Because it targets any Being, it can target a friendly Being or an enemy Being.

 

Synergies And Combinations

 

Discern Flexibility: Behold The Nail lets you choose between Damage and Hope restoration.

 

Small Damage: The Damage option can help Exile a Being with 1 Hope remaining.

 

Hope Restoration: The restoration option can help preserve a damaged friendly Being.

 

Frequently Asked Questions

 

Q: What does Discern mean?

A: Discern means you choose one of the listed options.

 

Q: Can Behold The Nail target friendly Beings and enemy Beings?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Does Pray increase the Damage option?

A: Yes. If you choose the Damage option, Behold The Nail is an Event dealing Damage, so Pray can increase that Damage.

 

Temple Purification

 

Temple Purification is a Common Event from the Gospel Age, costing 2 Faith. It gives target friendly Being +2 Hope, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Temple Purification is a support Event that strengthens a friendly Being and replaces itself in your Hand. Giving +2 Hope can make a friendly Being harder to Exile and help it survive future Damage.

 

Because this gives +2 Hope instead of restoring Hope, it can increase the Being’s Hope beyond its printed Hope.

 

Synergies And Combinations

 

Hope Increase: Temple Purification gives target friendly Being +2 Hope.

 

Card Draw: After giving +2 Hope, you Draw a Verse.

 

Protecting Key Beings: The extra Hope can help an important friendly Being stay on the Storyline longer.

 

Frequently Asked Questions

 

Q: Is Temple Purification restoring Hope?

A: No. It gives target friendly Being +2 Hope.

 

Q: Can Temple Purification increase a Being above its printed Hope?

A: Yes. Since it gives +2 Hope, it can increase that Being’s Hope beyond its printed Hope.

 

Q: Does Temple Purification let me Draw a Verse?

A: Yes. After giving target friendly Being +2 Hope, you Draw a Verse.

 

Lazarus, Come Forth

 

Lazarus, Come Forth is an Uncommon Man Being from the Gospel Age, costing 2 Faith with 4 Strength, 4 Hope, 4 Reach, and 4 Move. Lazarus can’t Interact.

 

Strategic Use In Gameplay

 

Lazarus, Come Forth has extremely strong Stats for his Cost, but he comes with a major limitation: he can’t Interact. This means Lazarus cannot normally Move or Challenge while that Ability is active.

 

Because of this, Lazarus works best in Decks that can use his large Stats defensively, or in Decks that can Humble him to cancel his “can’t Interact” Ability.

 

Synergies And Combinations

 

Strong Stats: Lazarus gives you 4 Strength and 4 Hope for only 2 Faith.

 

Humble Setup: If Lazarus is Humbled, his “can’t Interact” Ability is canceled.

 

Defensive Presence: Even while Lazarus can’t Interact, he still occupies a Slot and can help shape the Storyline.

 

Frequently Asked Questions

 

Q: What does “can’t Interact” mean?

A: It means Lazarus can’t Move or Challenge while that Ability is active.

 

Q: Can Lazarus be Humbled?

A: Yes. If Lazarus is Humbled, his “can’t Interact” Ability is canceled.

 

Q: Is Lazarus still useful before he is Humbled?

A: Yes. Lazarus still has strong Stats for only 2 Faith and still occupies a Slot on the Storyline.

 

Crowing Rooster

 

Crowing Rooster is a Rare Fowl Being from the Gospel Age, costing 2 Faith with 1 Strength, 1 Hope, 1 Reach, and 3 Move. It has Pray +1 and Resurrect. When Crowing Rooster is Exiled, you Draw a Verse.

 

Strategic Use In Gameplay

 

Crowing Rooster is a flexible support Being that helps Event Damage strategies while also giving value when it is Exiled. Pray +1 increases your Event Damage by 1, making your Damage-dealing Events stronger while Crowing Rooster is on the Storyline.

 

Its Resurrect Ability also helps replace it when it is Exiled, letting you Draw a Verse and keep your Hand moving.

 

Synergies And Combinations

 

Event Damage: Crowing Rooster increases your Event Damage by 1 while it is on the Storyline.

 

Resurrect Value: When Crowing Rooster is Exiled, you Draw a Verse.

 

Fowl Synergy: Crowing Rooster works well in Decks that care about Fowls, Pray, or resource value.

 

Frequently Asked Questions

 

Q: What does Pray +1 do?

A: Pray +1 increases your Event Damage by 1.

 

Q: When does Crowing Rooster’s Resurrect Ability trigger?

A: Resurrect triggers when Crowing Rooster is Exiled from the Storyline.

 

Q: Does Crowing Rooster Draw a Verse if it is returned to Hand?

A: No. Resurrect only triggers when the Being is Exiled.

 

Crown Of Thorns

 

Crown Of Thorns is a Common Event from the Gospel Age, costing 2 Faith. It deals 2 Damage to target enemy Being and Humbles it.

 

Strategic Use In Gameplay

 

Crown Of Thorns is a strong control Event because it combines Damage with Humble. The 2 Damage can weaken or Exile a smaller enemy Being, while Humble cancels that Being’s Abilities.

 

This makes Crown Of Thorns useful against enemy Beings that rely on Protect, Darkness, Anointing, Resurrect, or other important Abilities.

 

Synergies And Combinations

 

Damage And Humble: Crown Of Thorns deals Damage and Humbles the same enemy Being.

 

Ability Control: Humble cancels the target Being’s Abilities.

 

Pray Synergy: Since Crown Of Thorns is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Crown Of Thorns target an Opponent?

A: No. Crown Of Thorns targets an enemy Being.

 

Q: What does Humble do?

A: Humble cancels Abilities and removes added Strength and Hope from other effects, but it does not remove Damage Counters.

 

Q: Does Crown Of Thorns work on a Being with Protect?

A: Yes. Protect does not stop Ability Targeting. Crown Of Thorns can Target an enemy Being with Protect.

 

Roman Soldier

 

Roman Soldier is a Common Soldier Being from the Gospel Age, costing 2 Faith with 2 Strength, 2 Hope, 2 Reach, and 1 Move. It has no Ability, but it can also be Created by Crucifixion Centurion.

 

Strategic Use In Gameplay

 

Roman Soldier is a simple early Soldier that gives you steady Storyline presence. Its balanced Stats make it useful for Blocking, Challenging small enemy Beings, or supporting Soldier-based strategies.

 

Roman Soldier can also be Created as a Token by Crucifixion Centurion, making it useful in Decks that want to build a wider Storyline with Soldiers.

 

Synergies And Combinations

 

Early Storyline Presence: Roman Soldier gives you a simple 2-Cost Being with balanced Stats.

 

Token Creation: Crucifixion Centurion can Create a Roman Soldier Token when it is Created.

 

Soldier Synergy: Roman Soldier works well in Decks that care about Soldiers or wide Storyline development.

 

Frequently Asked Questions

 

Q: Does Roman Soldier have an Ability?

A: No. Roman Soldier has no Ability.

 

Q: What can Create a Roman Soldier Token?

A: Crucifixion Centurion can Create a Roman Soldier Token with its Prophecy Ability.

 

Q: Does Creating a Roman Soldier Token count as Playing a Being?

A: Yes. Creating a Token counts as Playing a Being Verse from the Out-Of-Game Zone and Creating it onto the Storyline. It is not Played from your Hand, and you do not pay its Cost.

 

Release Barabbas

 

Release Barabbas is an Uncommon Event from the Gospel Age, costing 2 Faith. It Exiles target enemy Being with 3 or less Strength.

 

Strategic Use In Gameplay

 

Release Barabbas is efficient removal against low-Strength enemy Beings. It can remove support Beings, small utility Beings, or enemy Beings whose Strength has been reduced by another effect.

 

Because it Exiles instead of dealing Damage, it can remove the target without needing to get through Hope or Anointing.

 

Synergies And Combinations

 

Low-Strength Removal: Release Barabbas Exiles target enemy Being with 3 or less Strength.

 

Strength Reduction Setup: Effects that lower enemy Strength can help create valid targets.

 

Event Synergy: Release Barabbas works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can Release Barabbas target an enemy Being with more than 3 Strength?

A: No. It can only target an enemy Being with 3 or less Strength.

 

Q: Does Release Barabbas deal Damage?

A: No. Release Barabbas Exiles the target enemy Being.

 

Q: Can Release Barabbas Exile a Being with Anointing?

A: Yes. Anointing only ignores Damage. It does not stop direct Exile.

 

Casting Lots

 

Casting Lots is a Rare Event from the Gospel Age, costing 3 Faith. Choose target Being, roll a die, then give it that much Strength, that much Hope, and Protect.

 

Strategic Use In Gameplay

 

Casting Lots is a powerful upgrade Event with a die roll. The chosen Being gains Strength and Hope equal to the result of the die roll, and also gains Protect.

 

Because it can target any Being, it can target a friendly Being or an enemy Being. Most of the time, you will use it on a friendly Being to create a stronger, more defensive Storyline piece.

 

Synergies And Combinations

 

Die Roll Upgrade: Casting Lots can give a Being a large Strength and Hope increase.

 

Protect Support: Giving Protect lets that Being block Challenges to Adjacent Beings.

 

High-Value Target: Casting Lots is strongest on a Being you want to keep on the Storyline for multiple Turns.

 

Frequently Asked Questions

 

Q: Can Casting Lots target an enemy Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Does the Strength and Hope stay?

A: Yes. Since no duration is given, the Strength and Hope stay unless another effect removes them.

 

Q: What does Protect do?

A: Protect blocks Challenges to Adjacent Beings.

 

Last Supper Lamb

 

Last Supper Lamb is a Common Cattle Being from the Gospel Age, costing 3 Faith with 2 Strength, 3 Hope, 2 Reach, and 2 Move. Its Prophecy Ability restores 3 Hope to target friendly Being.

 

Strategic Use In Gameplay

 

Last Supper Lamb is a support Being that helps keep your friendly Beings on the Storyline. When it is Created, it can restore 3 Hope to a target friendly Being, helping that Being recover from Damage.

 

Because it is also a Cattle, Last Supper Lamb fits well in Cattle Decks that care about keeping multiple Beings active.

 

Synergies And Combinations

 

Hope Restoration: Last Supper Lamb restores 3 Hope to target friendly Being when it is Created.

 

Cattle Synergy: Last Supper Lamb works well in Decks that care about Cattle.

 

Board Recovery: Restoring Hope can help an important friendly Being survive future Damage.

 

Frequently Asked Questions

 

Q: Can Last Supper Lamb target itself?

A: Yes. Since the Ability says target friendly Being and does not say another, Last Supper Lamb can target itself, but it won't do anything.

 

Q: Can Last Supper Lamb restore Hope above a Being’s maximum Hope?

A: No. Restore brings lost Hope back up, but it does not raise the Being above its maximum Hope.

 

Q: Does Last Supper Lamb’s Prophecy trigger when it is Created?

A: Yes. Prophecy triggers when Last Supper Lamb is Created.

 

Breaking Bread

 

Breaking Bread is a Common Event from the Gospel Age, costing 3 Faith. It gives target friendly Being +3 Strength and +3 Hope.

 

Strategic Use In Gameplay

 

Breaking Bread is a strong upgrade Event for a friendly Being. Giving +3 Strength and +3 Hope can turn a small Being into a major threat or make an important Being much harder to Exile.

 

Because no duration is given, the Strength and Hope stay unless another effect removes them.

 

Synergies And Combinations

 

Major Stat Increase: Breaking Bread gives target friendly Being +3 Strength and +3 Hope.

 

Challenge Pressure: The extra Strength helps the target Being deal more Damage in Challenges.

 

Survival Boost: The extra Hope helps the target Being stay on the Storyline longer.

 

Frequently Asked Questions

 

Q: Does Breaking Bread last this Turn only?

A: No. Since no duration is given, the +3 Strength and +3 Hope stay unless another effect removes them.

 

Q: Can Breaking Bread target an enemy Being?

A: No. Breaking Bread targets a friendly Being.

 

Q: Can Humble remove the Strength and Hope from Breaking Bread?

A: Yes. Humble removes added Strength and Hope from other effects.

 

Delivered Captive

 

Delivered Captive is an Uncommon Man Being from the Gospel Age, costing 3 Faith with 3 Strength, 7 Hope, 2 Reach, and 4 Move. Its Prophecy Ability deals 4 Damage to itself.

 

Strategic Use In Gameplay

 

Delivered Captive has strong Stats for its Cost, but it damages itself when it is Created. After taking 4 Damage, it can still remain on the Storyline with a strong body if it is not Exiled.

 

This makes Delivered Captive useful in Decks that can restore Hope, increase Hope, or take advantage of a damaged friendly Being.

 

Synergies And Combinations

 

Strong Base Stats: Delivered Captive starts with 3 Strength and 7 Hope for only 3 Faith.

 

Self-Damage Setup: Its Prophecy Ability deals 4 Damage to itself when it is Created.

 

Hope Support: Restore and Hope-increasing effects can help Delivered Captive stay strong after its self-Damage.

 

Frequently Asked Questions

 

Q: Can Delivered Captive avoid its Prophecy Damage?

A: Not normally. Its Prophecy Ability triggers when it is Created and deals 4 Damage to itself.

 

Q: Does Delivered Captive survive its own Prophecy Damage?

A: Yes, unless another effect changes the situation. With 7 Hope, taking 4 Damage leaves it with 3 current Hope.

 

Q: Does Humble remove the Damage already on Delivered Captive?

A: No. Humble does not remove Damage Counters.

 

Rolled Away Stone

 

Rolled Away Stone is an Uncommon Event from the Gospel Age, costing 3 Faith. It Exiles target enemy Being with 5 or more Strength.

 

Strategic Use In Gameplay

 

Rolled Away Stone is removal for large enemy Beings. It can Exile a target enemy Being with 5 or more Strength, making it useful against powerful threats that would be difficult to defeat through normal Challenges.

 

Because it checks Strength, it is strongest against enemy Beings that are naturally large or have been increased by other effects.

 

Synergies And Combinations

 

High-Strength Removal: Rolled Away Stone Exiles target enemy Being with 5 or more Strength.

 

Control Strategy: Use it to remove a major enemy threat from the Storyline.

 

Event Synergy: Rolled Away Stone works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can Rolled Away Stone target a friendly Being?

A: No. Rolled Away Stone targets an enemy Being.

 

Q: Can Rolled Away Stone Exile an enemy Being with less than 5 Strength?

A: No. The target enemy Being must have 5 or more Strength.

 

Q: Does Rolled Away Stone deal Damage?

A: No. Rolled Away Stone Exiles the target enemy Being.

 

Crucifixion Centurion

 

Crucifixion Centurion is a Common Soldier Being from the Gospel Age, costing 4 Faith with 2 Strength, 2 Hope, 2 Reach, and 3 Move. Its Prophecy Ability Creates a Roman Soldier Token.

 

Strategic Use In Gameplay

 

Crucifixion Centurion is a Storyline-building Soldier. When it is Created, it Creates a Roman Soldier Token, giving you two Soldier Beings from one Play.

 

This makes Crucifixion Centurion useful in Soldier Decks, Token strategies, and Decks that want to build a wider Storyline.

 

Synergies And Combinations

 

Token Creation: Crucifixion Centurion Creates a Roman Soldier Token when it is Created.

 

Soldier Synergy: Both Crucifixion Centurion and the Roman Soldier Token are Soldiers.

 

Wide Storyline: Creating two Beings from one Play helps you build more Storyline presence.

 

Frequently Asked Questions

 

Q: What Token does Crucifixion Centurion Create?

A: Crucifixion Centurion Creates a Roman Soldier Token.

 

Q: What happens if there is no open Slot for the Roman Soldier Token?

A: If there is no open Slot, the Roman Soldier Token cannot be Created.

 

Q: Does Creating a Roman Soldier Token count as Playing a Being?

A: Yes. Creating a Token counts as Playing a Being Verse from the Out-Of-Game Zone and Creating it onto the Storyline. It is not Played from your Hand, and you do not pay its Cost.

 

Under The Law

 

Under The Law is a Common Event from the Gospel Age, costing 4 Faith. It Humbles all enemy Beings, then lets you Draw a Verse.

 

Strategic Use In Gameplay

 

Under The Law is a strong control Event against enemy Storylines that rely on Abilities. Humbling all enemy Beings can cancel Protect, Darkness, Anointing, Resurrect, Pray, Abundance, Unclean, and other Abilities.

 

Because Under The Law affects all enemy Beings and does not Target, it can also Humble enemy Beings with Darkness before they Interact.

 

Synergies And Combinations

 

Storyline-Wide Humble: Under The Law Humbles every enemy Being at once.

 

Ability Control: Humble cancels Abilities and removes added Strength and Hope from other effects.

 

Card Draw: After Humbling all enemy Beings, you Draw a Verse.

 

Frequently Asked Questions

 

Q: Does Under The Law affect friendly Beings?

A: No. Under The Law only Humbles enemy Beings.

 

Q: Can Under The Law affect enemy Beings with Darkness?

A: Yes. Under The Law does not Target, so Darkness does not stop it.

 

Q: What does Humble do?

A: Humble cancels Abilities and removes added Strength and Hope from other effects, but it does not remove Damage Counters.

 

Nicodemus, Born Again

 

Nicodemus, Born Again is an Uncommon Chief Being from the Gospel Age, costing 4 Faith with 3 Strength, 2 Hope, 1 Reach, and 4 Move. Whenever a Being is restored, Nicodemus gains +1 Strength and +1 Hope.

 

Strategic Use In Gameplay

 

Nicodemus, Born Again is a scaling Being that grows whenever Hope is restored. He starts with only 2 Hope, but with the right Restore effects, he can become much stronger and harder to Exile.

 

Because his Ability says whenever a Being is restored, he can grow from Restore effects that affect friendly Beings, enemy Beings, or all Beings.

 

Synergies And Combinations

 

Restore Scaling: Nicodemus gains +1 Strength and +1 Hope whenever a Being is restored.

 

Wide Restore Effects: Events that restore Hope to multiple Beings can give Nicodemus multiple bonuses.

 

Chief Synergy: Nicodemus fits naturally into Decks that care about Chiefs or Hope restoration.

 

Frequently Asked Questions

 

Q: Does Nicodemus only trigger when friendly Beings are restored?

A: No. Nicodemus says whenever a Being is restored, so any Being being restored can trigger him.

 

Q: What happens if multiple Beings are restored at once?

A: Nicodemus can gain +1 Strength and +1 Hope for each Being restored.

 

Q: Does Nicodemus’s bonus stay?

A: Yes. Since no duration is given, the +1 Strength and +1 Hope stay unless another effect removes them.

 

John, Water Baptism

 

John, Water Baptism is a Common Prophet Being from the Gospel Age, costing 4 Faith with 2 Strength, 4 Hope, 4 Reach, and 3 Move. He has Abundance, allowing him to Challenge twice.

 

Strategic Use In Gameplay

 

John, Water Baptism is a steady Challenge-focused Being. Abundance lets him Challenge twice, making him useful for controlling enemy Beings, pressuring the Opponent, or getting more value from Strength buffs.

 

With 4 Hope, John can also survive more Damage than many smaller Beings, giving him a better chance to use Abundance across multiple Turns.

 

Synergies And Combinations

 

Double Challenge: Abundance allows John to Challenge twice.

 

Strength Buffs: Increasing John’s Strength makes both Challenges more threatening.

 

Prophet Synergy: John fits naturally into Decks that care about Prophets or repeated Challenges.

 

Frequently Asked Questions

 

Q: What does Abundance do?

A: Abundance allows John to Challenge twice.

 

Q: Can John Challenge the same Being twice?

A: Yes, if the target is still on the Storyline and John can legally Challenge it again.

 

Q: If John Moves, can he still Challenge?

A: No. Moving is an Interaction. If John Moves, he cannot Challenge that Turn.

 

Mary, Lord’s Mother

 

Mary, Lord’s Mother is a Common Woman Being from the Gospel Age, costing 5 Faith with 4 Strength, 5 Hope, 2 Reach, and 5 Move. Her Prophecy Ability restores 1 Hope to all friendly Beings.

 

Strategic Use In Gameplay

 

Mary, Lord’s Mother is a strong midgame Being that helps recover your Storyline. When she is Created, she restores 1 Hope to all friendly Beings, helping damaged friendly Beings stay on the Storyline longer.

 

With 4 Strength and 5 Hope, Mary also gives you a solid Being after her Prophecy Ability resolves.

 

Synergies And Combinations

 

Storyline Recovery: Mary restores 1 Hope to all friendly Beings when she is Created.

 

Restore Synergy: Mary works well with Beings that care about Hope being restored.

 

Woman Synergy: Mary fits naturally into Decks that care about Women or strong support Beings.

 

Frequently Asked Questions

 

Q: Does Mary restore Hope to herself?

A: Yes. Mary is a friendly Being once she is Created, so she is included.

 

Q: Can Mary restore Hope above a Being’s maximum Hope?

A: No. Restore brings lost Hope back up, but it does not raise a Being above its maximum Hope.

 

Q: Does Mary’s Prophecy trigger when she is Created?

A: Yes. Prophecy triggers when Mary is Created.

 

Divided Crowd

 

Divided Crowd is an Uncommon Event from the Gospel Age, costing 5 Faith. It deals 2 Damage to all enemy Beings and restores 3 Hope to all friendly Beings.

 

Strategic Use In Gameplay

 

Divided Crowd is a powerful swing Event. It weakens the enemy Storyline while recovering your own Storyline at the same time.

 

The 2 Damage can Exile small enemy Beings or soften larger ones, while the 3 Hope restoration can help your friendly Beings survive future Damage.

 

Synergies And Combinations

 

Enemy Storyline Damage: Divided Crowd deals 2 Damage to all enemy Beings.

 

Friendly Storyline Recovery: It restores 3 Hope to all friendly Beings.

 

Pray Synergy: Since Divided Crowd is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Divided Crowd Damage friendly Beings?

A: No. It only deals Damage to enemy Beings.

 

Q: Can Divided Crowd restore Hope above a Being’s maximum Hope?

A: No. Restore brings lost Hope back up, but it does not raise a Being above its maximum Hope.

 

Q: Does Divided Crowd Target enemy Beings?

A: No. It deals Damage to all enemy Beings, so it does not Target them individually.

 

Caiaphas, High Priest

 

Caiaphas, High Priest is a Rare Priest Being from the Gospel Age, costing 5 Faith with 2 Strength, 5 Hope, 1 Reach, and 6 Move. Whenever you Play an Event, you Draw a Verse.

 

Strategic Use In Gameplay

 

Caiaphas, High Priest is a powerful Event support Being. Every time you Play an Event, Caiaphas lets you Draw a Verse, helping you keep your Hand full while continuing to use Events.

 

With 5 Hope and 6 Move, Caiaphas can stay on the Storyline and reposition well while supporting your Event-based strategy.

 

Synergies And Combinations

 

Event Draw: Caiaphas lets you Draw a Verse whenever you Play an Event.

 

Low-Cost Events: Cheap Events work well with Caiaphas because they can help you Draw more Verses across a Turn.

 

Priest Synergy: Caiaphas fits naturally into Decks that care about Priests or Event-focused play.

 

Frequently Asked Questions

 

Q: Does Caiaphas trigger when I Play a Being?

A: No. Caiaphas triggers when you Play an Event.

 

Q: What happens if I Play multiple Events in one Turn?

A: Caiaphas can trigger once for each Event you Play.

 

Q: Does Caiaphas trigger when my Opponent Plays an Event?

A: No. Caiaphas says whenever you Play an Event.

 

Chastising Stripes

 

Chastising Stripes is a Common Event from the Gospel Age, costing 6 Faith. It deals 5 Damage to target enemy Being, and that Being’s owner loses 5 Points.

 

Strategic Use In Gameplay

 

Chastising Stripes combines removal pressure with Point loss. The 5 Damage can Exile many enemy Beings or severely weaken a larger one, while the owner of that Being also loses 5 Points.

 

Because the Point loss is not Damage, it does not cause Bible Point gain.

 

Synergies And Combinations

 

Targeted Damage: Chastising Stripes deals 5 Damage to target enemy Being.

 

Point Pressure: The owner of that Being loses 5 Points.

 

Pray Synergy: Since Chastising Stripes is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Chastising Stripes target an Opponent?

A: No. It targets an enemy Being.

 

Q: Is the 5 Point loss Damage?

A: No. Point loss is not Damage.

 

Q: Does Chastising Stripes give me Bible Points?

A: No. Chastising Stripes makes the Being’s owner lose Points, but Point loss is not Damage.

 

Herod, Unjust Revenge

 

Herod, Unjust Revenge is an Uncommon King Being from the Gospel Age, costing 6 Faith with 6 Strength, 4 Hope, 5 Reach, and 4 Move. His Prophecy Ability deals 3 Damage to target enemy Being.

 

Strategic Use In Gameplay

 

Herod, Unjust Revenge is a strong Being with immediate removal pressure. When he is Created, his Prophecy Ability can deal 3 Damage to target enemy Being, helping remove a small threat or weaken a larger one.

 

After his Prophecy resolves, Herod remains a major threat with 6 Strength and 5 Reach.

 

Synergies And Combinations

 

Immediate Damage: Herod deals 3 Damage to target enemy Being when he is Created.

 

High Strength: With 6 Strength, Herod can threaten many enemy Beings in Challenges.

 

King Synergy: Herod fits naturally into Decks that care about Kings or high-Strength Beings.

 

Frequently Asked Questions

 

Q: Can Herod target an Opponent?

A: No. Herod targets an enemy Being.

 

Q: Does Herod’s Prophecy Ability trigger when he is Created?

A: Yes. Prophecy triggers when Herod is Created.

 

Q: Does Damage dealt to a Being give Bible Points?

A: No. Damage dealt to a Being does not give Bible Points.

 

Keys Of Hell And Death

 

Keys Of Hell And Death is a Holy Rare Event from the Gospel Age, costing 7 Faith. It returns all Event Verses from your Exile Pile to your Hand.

 

Strategic Use In Gameplay

 

Keys Of Hell And Death is a powerful late-game resource Event for Event-heavy Decks. Returning all Event Verses from your Exile Pile to your Hand can give you access to many powerful plays again.

 

This card is strongest after you have already Played several important Events and want to recover them for another wave of value.

 

Synergies And Combinations

 

Event Recovery: Keys Of Hell And Death returns all Event Verses from your Exile Pile to your Hand.

 

Late-Game Resource Swing: It can refill your Hand with Events that were already used earlier in the Game.

 

Event Synergy: Decks that rely heavily on Events can gain huge value from returning those Events to Hand.

 

Frequently Asked Questions

 

Q: Does Keys Of Hell And Death return Being Verses?

A: No. It only returns Event Verses from your Exile Pile to your Hand.

 

Q: Does Keys Of Hell And Death return enemy Event Verses?

A: No. It returns Event Verses from your Exile Pile.

 

Q: Can I Play the returned Event Verses again later?

A: Yes. Once those Event Verses return to your Hand, you can Play them again by paying their Costs.

 

Jesus, Son Of God

 

Jesus, Son Of God is a Holy Rare Lord Being from the Gospel Age, costing 7 Faith with 7 Strength, 7 Hope, 5 Reach, and 7 Move. He has Eternal, meaning he can’t take Damage.

 

Strategic Use In Gameplay

 

Jesus, Son Of God is one of the strongest Beings in Bible TCG. With 7 Strength, 7 Hope, 5 Reach, and 7 Move, he can dominate the Storyline through powerful Challenges and excellent positioning.

 

Eternal makes him extremely difficult to remove through Damage, because he can’t take Damage from Challenges, Events, or Abilities.

 

Synergies And Combinations

 

Eternal Protection: Jesus can’t take Damage.

 

Massive Storyline Presence: With 7 Strength and 7 Hope, Jesus is a major threat on the Storyline.

 

High Mobility: With 7 Move, Jesus can reposition across the Storyline extremely well.

 

Frequently Asked Questions

 

Q: What does Eternal do?

A: Eternal means Jesus can’t take Damage.

 

Q: Can Jesus still be Exiled by direct Exile effects?

A: Yes. Eternal stops Damage, but it does not stop direct Exile.

 

Q: Can Jesus be Humbled?

A: Yes, if he can be legally Targeted. Humble can cancel Eternal because Eternal is an Ability.

 

Conclusion

 

The Gospel Age teaches you how to survive pressure, restore damaged Beings, Humble enemy threats, and protect your Storyline.

 

Now that you understand how Gospel Verses help you endure, the next step is to learn an Age that grows stronger through pressure.

 

In the Church Age, we’ll look at Patience, damaged-Being synergies, Abundance, Anointing, and gameplay that keeps fighting through resistance.

Chapter 23: Church Age - Learn All The Church Verses

 

Introduction

 

The Church Age is about endurance, boldness, and growth through suffering. Because this Age follows the spread of the gospel through persecution and pressure, its gameplay rewards Beings that survive, take Damage, and keep going.

 

In gameplay, Church Verses use Patience, damaged-Being synergies, Abundance, Anointing, point pressure, and disruptive effects. This Age rewards players who can turn difficult positions into stronger attacks.

 

As you study the Church Verses, pay attention to how damaged Beings can become more dangerous. Church gameplay is about outlasting the Opponent and becoming stronger through resistance.

 

Grace Is Enough

 

Grace Is Enough is an Uncommon Event from the Church Age, costing 0 Faith. It deals 1 Damage to target Being and gives that Being +2 Strength.

 

Strategic Use In Gameplay

 

Grace Is Enough is a flexible 0-Cost Event that can be used on either a friendly Being or an enemy Being. On a friendly Being, it can trigger Damage-based synergies while also giving that Being +2 Strength. On an enemy Being, it can deal 1 Damage while also increasing that Being’s Strength, so timing and target choice matter.

 

This card is especially useful with Beings that want to be damaged, such as Beings with Patience.

 

Synergies And Combinations

 

Patience Setup: Grace Is Enough can Damage your own Being to activate Patience while also giving it +2 Strength.

 

Strength Buff: The +2 Strength can make a friendly Being much more dangerous in Challenges.

 

Event Synergy: Since Grace Is Enough costs 0 Faith, it works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can Grace Is Enough target a friendly Being?

A: Yes. Grace Is Enough says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Does the +2 Strength stay?

A: Yes. Since no duration is given, the +2 Strength stays unless another effect removes it.

 

Q: Does Grace Is Enough use Faith because it costs 0?

A: No. A 0-Cost Event does not use Faith, but you still need an available faith Verse from the same Age to Play it.

 

New Life In Christ

 

New Life In Christ is a Common Event from the Church Age, costing 0 Faith. It deals 2 Damage to target undamaged Being.

 

Strategic Use In Gameplay

 

New Life In Christ is a precise 0-Cost Damage Event. It can only target an undamaged Being, which means the target must not already have Damage on it.

 

Because it targets any undamaged Being, it can be used on a friendly Being or an enemy Being. You can use it to remove a small enemy Being, weaken a larger one, or Damage one of your own Beings for synergy.

 

Synergies And Combinations

 

Early Damage: New Life In Christ can deal 2 Damage to an undamaged enemy Being.

 

Patience Setup: It can Damage your own undamaged Being to activate Patience.

 

Event Synergy: Since New Life In Christ costs 0 Faith, it works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Can New Life In Christ target a damaged Being?

A: No. It can only target an undamaged Being.

 

Q: Can New Life In Christ target a friendly Being?

A: Yes. It says target undamaged Being, so it can target a friendly Being or an enemy Being as long as that Being is undamaged.

 

Q: Does New Life In Christ use Faith because it costs 0?

A: No. A 0-Cost Event does not use Faith, but you still need an available faith Verse from the same Age to Play it.

 

End Of The Law

 

End Of The Law is a Holy Rare Event from the Church Age, costing 1 Faith. It Exiles target damaged Being.

 

Strategic Use In Gameplay

 

End Of The Law is a powerful removal Event that can Exile any damaged Being. Since it does not say enemy Being, it can target a friendly Being or an enemy Being, as long as that Being is damaged.

 

This makes End Of The Law especially strong after Damage-dealing Events, Challenges, or any effect that leaves a Being damaged on the Storyline.

 

Synergies And Combinations

 

Damaged Being Removal: End Of The Law Exiles target damaged Being.

 

Damage Setup: Use Damage first, then use End Of The Law to Exile the damaged Being.

 

Control Strategy: End Of The Law can remove large enemy Beings after they take even a small amount of Damage.

 

Frequently Asked Questions

 

Q: Can End Of The Law target a friendly Being?

A: Yes. It says target damaged Being, so it can target a friendly Being or an enemy Being.

 

Q: Can End Of The Law target an undamaged Being?

A: No. The target must be damaged.

 

Q: Does End Of The Law deal Damage?

A: No. End Of The Law Exiles target damaged Being.

 

Divine Dove

 

Divine Dove is an Uncommon Fowl Being from the Church Age, costing 1 Faith with 1 Strength, 1 Hope, 1 Reach, and 1 Move. It has Anointing, allowing it to ignore the first Damage it would take.

 

Strategic Use In Gameplay

 

Divine Dove is a small but protected early Being. Anointing helps it survive the first Damage it would take, making it harder to remove than its 1 Hope might suggest.

 

Divine Dove is useful in Fowl Decks, low-cost strategies, and any Deck that wants an early Being with built-in Damage protection.

 

Synergies And Combinations

 

Anointing Protection: Divine Dove ignores the first Damage it would take.

 

Fowl Synergy: Divine Dove works well in Decks that care about Fowls.

 

Early Storyline Presence: Divine Dove gives you a low-cost Being that can hold a Slot early.

 

Frequently Asked Questions

 

Q: What does Anointing do?

A: Anointing means Divine Dove ignores the first Damage it would take.

 

Q: Does Anointing stop direct Exile?

A: No. Anointing only ignores Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Q: Does Anointing reset every Turn?

A: No. Anointing ignores the first Damage taken. It does not reset every Turn unless another effect gives Anointing again.

 

Fortune Moth

 

Fortune Moth is a Common Creep Being from the Church Age, costing 1 Faith with 1 Strength, 1 Hope, 3 Reach, and 2 Move. It has no Ability.

 

Strategic Use In Gameplay

 

Fortune Moth is a simple low-cost Creep with useful Reach for its Cost. With 3 Reach, it can threaten more Slots than many other 1-Cost Beings.

 

Even without an Ability, Fortune Moth can help build early Storyline presence, support Creep synergy, and give you a cheap Being to buff or use in Challenges.

 

Synergies And Combinations

 

Early Storyline Presence: Fortune Moth gives you a low-cost Being early in the Game.

 

Creep Synergy: Fortune Moth works well in Decks that care about Creeps.

 

Buff Target: Because it is cheap and has 3 Reach, Fortune Moth can become more useful when given extra Strength or Hope.

 

Frequently Asked Questions

 

Q: Does Fortune Moth have an Ability?

A: No. Fortune Moth has no Ability.

 

Q: What makes Fortune Moth useful?

A: It is a 1-Cost Creep with 3 Reach, giving it flexible Challenge range for its Cost.

 

Q: Can Fortune Moth receive buffs?

A: Yes. Once it is on the Storyline, it is a Being and can receive Strength, Hope, Protect, Anointing, or other effects.

 

Ambush Viper

 

Ambush Viper is a Common Dragon Being from the Church Age, costing 1 Faith with 1 Strength, 1 Hope, 1 Reach, and 0 Move. It has Zeal, allowing it to Challenge immediately.

 

Strategic Use In Gameplay

 

Ambush Viper is a fast low-cost Dragon that can act the Turn it is Created. Zeal lets it Challenge immediately, making it useful for removing small enemy Beings or applying early pressure.

 

Because Ambush Viper has 0 Move, placement matters. It can Challenge immediately, but it cannot reposition normally unless another effect helps it move.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Ambush Viper Challenge immediately when it is Created.

 

Dragon Synergy: Ambush Viper works well in Decks that care about Dragons.

 

Early Pressure: With 1 Faith and Zeal, Ambush Viper can interact quickly in the early Game.

 

Frequently Asked Questions

 

Q: Can Ambush Viper Challenge the Turn it is Created?

A: Yes. Zeal lets Ambush Viper Challenge immediately.

 

Q: Can Ambush Viper Move immediately because of Zeal?

A: No. Zeal lets it Challenge immediately. It does not let it Move immediately.

 

Q: Can Ambush Viper Move normally?

A: Not normally. Ambush Viper has 0 Move, so it cannot Move unless another effect increases its Move or moves it.

 

Tongues Of Fire

 

Tongues Of Fire is an Uncommon Event from the Church Age, costing 2 Faith. It gives target friendly Being +4 Strength this Turn only.

 

Strategic Use In Gameplay

 

Tongues Of Fire is a temporary Strength boost for a key Turn. Giving a friendly Being +4 Strength this Turn only can help it win a Challenge, deal more Damage, or pressure the Opponent.

 

Because the Strength only lasts this Turn, Tongues Of Fire is best used when the target Being is ready to Challenge right away.

 

Synergies And Combinations

 

Temporary Strength Boost: Tongues Of Fire gives target friendly Being +4 Strength this Turn only.

 

Challenge Pressure: The extra Strength can help a friendly Being win an important Challenge.

 

Event Synergy: Tongues Of Fire works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Does Tongues Of Fire last permanently?

A: No. It gives +4 Strength this Turn only.

 

Q: Can Tongues Of Fire target an enemy Being?

A: No. Tongues Of Fire targets a friendly Being.

 

Q: Is Tongues Of Fire strongest before a Challenge?

A: Yes. Since the Strength lasts this Turn only, it is usually best when the target Being can use that Strength right away.

 

Rambunctious Ram

 

Rambunctious Ram is a Common Cattle Being from the Church Age, costing 2 Faith with 0 Strength, 3 Hope, 1 Reach, and 1 Move. It has Patience: +3 Strength, which activates while it is damaged.

 

Strategic Use In Gameplay

 

Rambunctious Ram is a defensive Cattle that becomes much stronger while damaged. At full Hope, it has 0 Strength, but once it is damaged, Patience gives it +3 Strength.

 

This makes Rambunctious Ram useful with effects that can Damage your own Beings, or in situations where your Opponent damages it and turns it into a stronger threat.

 

Synergies And Combinations

 

Patience Activation: Rambunctious Ram gains +3 Strength while it is damaged.

 

Self-Damage Setup: Events that Damage target Being can activate Rambunctious Ram’s Patience.

 

Cattle Synergy: Rambunctious Ram works well in Decks that care about Cattle or damaged Beings.

 

Frequently Asked Questions

 

Q: When does Rambunctious Ram get +3 Strength?

A: Rambunctious Ram gets +3 Strength while it is damaged.

 

Q: What happens if Rambunctious Ram is fully restored?

A: If it is no longer damaged, Patience stops applying and it no longer has the +3 Strength from Patience.

 

Q: Does Patience count as an Ability?

A: Yes. Humble can cancel Patience.

 

Rise Up And Walk

 

Rise Up And Walk is a Common Event from the Church Age, costing 2 Faith. It gives target friendly Being +2 Strength and +2 Hope.

 

Strategic Use In Gameplay

 

Rise Up And Walk is a strong permanent upgrade for a friendly Being. Giving +2 Strength and +2 Hope makes that Being more dangerous in Challenges and harder to Exile.

 

Because no duration is given, the Strength and Hope stay unless another effect removes them.

 

Synergies And Combinations

 

Stat Increase: Rise Up And Walk gives target friendly Being +2 Strength and +2 Hope.

 

Challenge Pressure: The extra Strength helps the target Being deal more Damage in Challenges.

 

Survival Boost: The extra Hope helps the target Being remain on the Storyline longer.

 

Frequently Asked Questions

 

Q: Does Rise Up And Walk last this Turn only?

A: No. Since no duration is given, the +2 Strength and +2 Hope stay unless another effect removes them.

 

Q: Can Rise Up And Walk target an enemy Being?

A: No. Rise Up And Walk targets a friendly Being.

 

Q: Can Humble remove the Strength and Hope from Rise Up And Walk?

A: Yes. Humble removes added Strength and Hope from other effects.

 

Forty Stripes Save One

 

Forty Stripes Save One is a Rare Event from the Church Age, costing 2 Faith. It Exiles target enemy Being with the highest Hope.

 

Strategic Use In Gameplay

 

Forty Stripes Save One is powerful removal against the enemy Being with the highest Hope. This makes it especially useful against durable enemy Beings that would normally be hard to remove through Damage.

 

Because it Exiles instead of dealing Damage, it can remove the target without being stopped by Anointing or high Hope.

 

Synergies And Combinations

 

Highest Hope Removal: Forty Stripes Save One Exiles target enemy Being with the highest Hope.

 

Control Strategy: It helps remove the enemy Being that is hardest to Exile through Damage.

 

Event Synergy: Forty Stripes Save One works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: What happens if multiple enemy Beings are tied for the highest Hope?

A: If multiple enemy Beings are tied for the highest Hope, choose one of those tied enemy Beings as the target.

 

Q: Does Forty Stripes Save One deal Damage?

A: No. It Exiles target enemy Being with the highest Hope.

 

Q: Can Forty Stripes Save One Exile a Being with Anointing?

A: Yes. Anointing only ignores Damage. It does not stop direct Exile.

 

Stephen, Stoned Martyr

 

Stephen, Stoned Martyr is an Uncommon Man Being from the Church Age, costing 2 Faith with 1 Strength, 2 Hope, 3 Reach, and 2 Move. His Prophecy Ability deals 1 Damage to another target Being and gives that Being +2 Strength.

 

Strategic Use In Gameplay

 

Stephen, Stoned Martyr is a flexible early Being that can either help your own strategy or disrupt the Storyline. Because his Prophecy Ability can target another Being, you can use it on a friendly Being or an enemy Being.

 

On a friendly Being, Stephen can deal 1 Damage to activate Damage-based synergies while also giving that Being +2 Strength. On an enemy Being, he can deal 1 Damage, but that enemy Being also receives +2 Strength, so choose carefully.

 

Synergies And Combinations

 

Patience Setup: Stephen can Damage another friendly Being to help activate Patience.

 

Strength Buff: Stephen gives another target Being +2 Strength.

 

Precision Damage: Stephen can deal 1 Damage to another target Being, which can finish off a Being with 1 Hope remaining.

 

Frequently Asked Questions

 

Q: Can Stephen target himself?

A: No. Stephen must target another Being.

 

Q: Can Stephen target an enemy Being?

A: Yes. Stephen can target another friendly Being or another enemy Being.

 

Q: Does the +2 Strength stay?

A: Yes. Since no duration is given, the +2 Strength stays unless another effect removes it.

 

Daily Communion

 

Daily Communion is a Rare Event from the Church Age, costing 3 Faith. It gives all friendly Beings Eternal this Turn only.

 

Strategic Use In Gameplay

 

Daily Communion is a powerful protection Event for your whole Storyline. Giving all friendly Beings Eternal this Turn only means your friendly Beings can’t take Damage for the rest of the Turn.

 

This can let you make safer Challenges, protect your Storyline from Damage-dealing Events, or survive a critical Turn where Damage would normally Exile your Beings.

 

Synergies And Combinations

 

Storyline Protection: Daily Communion gives all friendly Beings Eternal this Turn only.

 

Safe Challenges: Your friendly Beings can Challenge without taking Damage this Turn.

 

Wide Storyline Value: The more friendly Beings you have, the more value Daily Communion can give.

 

Frequently Asked Questions

 

Q: What does Eternal do?

A: Eternal means a Being can’t take Damage.

 

Q: Does Daily Communion last permanently?

A: No. It gives Eternal this Turn only.

 

Q: Does Eternal stop direct Exile?

A: No. Eternal stops Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Apollos, Bold Preacher

 

Apollos, Bold Preacher is a Common Chief Being from the Church Age, costing 3 Faith with 3 Strength, 2 Hope, 2 Reach, and 2 Move. He has Protect, allowing him to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Apollos, Bold Preacher is a solid early Chief that can protect important friendly Beings beside him. With 3 Strength for 3 Faith, he can pressure enemy Beings while also helping defend your Storyline through Protect.

 

Because Protect only affects Adjacent Beings, placement is important. Apollos is strongest when Created beside Beings you want to protect from Challenges.

 

Synergies And Combinations

 

Protecting Key Beings: Apollos can block Challenges to Adjacent friendly Beings.

 

Chief Synergy: Apollos fits naturally into Decks that care about Chiefs.

 

Early Storyline Defense: Apollos gives you a 3-Cost Being that can both Challenge and protect nearby Beings.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Does Protect stop Events?

A: No. Protect does not stop Ability Targeting or Damage from Events.

 

Q: Can Apollos protect Beings beside him?

A: Yes. His Protect can block Challenges to Adjacent Beings.

 

Promised Return

 

Promised Return is a Common Event from the Church Age, costing 3 Faith. Target Opponent loses 3 Points, then you Draw a Verse.

 

Strategic Use In Gameplay

 

Promised Return is a simple Event that slows the Opponent while helping your Hand. Making target Opponent lose 3 Points can set them back from winning, while Drawing a Verse helps you find more options.

 

Because the Point loss is not Damage, it does not cause Bible Point gain.

 

Synergies And Combinations

 

Point Pressure: Promised Return makes target Opponent lose 3 Points.

 

Card Draw: After the Point loss, you Draw a Verse.

 

Event Synergy: Promised Return works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Is the 3 Point loss Damage?

A: No. Point loss is not Damage.

 

Q: Do I Gain Bible Points from Promised Return?

A: No. Promised Return causes Point loss, not Damage.

 

Q: Do I Draw a Verse after the Opponent loses Points?

A: Yes. Target Opponent loses 3 Points, then you Draw a Verse.

 

Cornelius, First Gentile

 

Cornelius, First Gentile is a Common Soldier Being from the Church Age, costing 3 Faith with 3 Strength, 1 Hope, 2 Reach, and 3 Move. He has Anointing, allowing him to ignore the first Damage he would take.

 

Strategic Use In Gameplay

 

Cornelius, First Gentile is a low-Hope Soldier with useful protection. Even though he has only 1 Hope, Anointing helps him survive the first Damage he would take.

 

This makes Cornelius useful for early pressure, safer Challenges, and Soldier-focused Decks that want a Being with strong Strength and built-in Damage protection.

 

Synergies And Combinations

 

Anointing Protection: Cornelius ignores the first Damage he would take.

 

Soldier Synergy: Cornelius works well in Decks that care about Soldiers.

 

Early Challenge Pressure: With 3 Strength, Cornelius can threaten many early enemy Beings.

 

Frequently Asked Questions

 

Q: What does Anointing do?

A: Anointing means Cornelius ignores the first Damage he would take.

 

Q: Does Anointing stop direct Exile?

A: No. Anointing only ignores Damage. It does not stop direct Exile, Humble, or other non-Damage effects.

 

Q: Does Anointing reset every Turn?

A: No. Anointing ignores the first Damage taken. It does not reset every Turn unless another effect gives Anointing again.

 

Preaching God’s Grace

 

Preaching God’s Grace is an Uncommon Event from the Church Age, costing 3 Faith. It gives target damaged Being +5 Strength.

 

Strategic Use In Gameplay

 

Preaching God’s Grace is a powerful Strength increase for a Being that has already taken Damage. Because it targets a damaged Being, the target must have Damage on it before this Event can be Played.

 

This can turn a damaged friendly Being into a major threat, especially if it is ready to Challenge. Since the card says target damaged Being, it can target a friendly Being or an enemy Being, so choose carefully.

 

Synergies And Combinations

 

Damaged Being Upgrade: Preaching God’s Grace gives target damaged Being +5 Strength.

 

Patience Synergy: Beings that are already damaged for Patience can become even stronger with this Event.

 

Challenge Pressure: A damaged friendly Being with +5 Strength can become much more dangerous in Challenges.

 

Frequently Asked Questions

 

Q: Can Preaching God’s Grace target an undamaged Being?

A: No. The target must be damaged.

 

Q: Can Preaching God’s Grace target an enemy Being?

A: Yes. It says target damaged Being, so it can target a damaged friendly Being or a damaged enemy Being.

 

Q: Does the +5 Strength stay?

A: Yes. Since no duration is given, the +5 Strength stays unless another effect removes it.

 

James, To The Jews

 

James, To The Jews is a Common Chief Being from the Church Age, costing 4 Faith with 4 Strength, 1 Hope, 5 Reach, and 1 Move. He has Zeal, allowing him to Challenge immediately.

 

Strategic Use In Gameplay

 

James, To The Jews is a fast Challenge Being with high Strength and high Reach. Zeal lets him Challenge the Turn he is Created, and 5 Reach gives him access to a wide area of the Storyline.

 

Because he has only 1 Hope, James can be fragile after he Interacts. Use him carefully when you need immediate pressure or a quick answer to an enemy Being.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets James Challenge immediately when he is Created.

 

High Reach: With 5 Reach, James can threaten many Slots on the enemy Storyline.

 

Chief Synergy: James fits naturally into Decks that care about Chiefs or immediate Challenge pressure.

 

Frequently Asked Questions

 

Q: Can James Challenge the Turn he is Created?

A: Yes. Zeal lets James Challenge immediately.

 

Q: Can James Move immediately because of Zeal?

A: No. Zeal lets him Challenge immediately. It does not let him Move immediately.

 

Q: Does James have to Challenge immediately?

A: No. Zeal allows him to Challenge immediately, but you are not forced to Challenge with him.

 

First Shall Be Last

 

First Shall Be Last is an Uncommon Event from the Church Age, costing 4 Faith. It has Discern, letting you choose between two outcomes: deal 5 Damage to target undamaged Being, or restore 5 Hope to target damaged Being.

 

Strategic Use In Gameplay

 

First Shall Be Last is a flexible Event that can either punish an undamaged Being or restore a damaged Being. The Damage option can remove or weaken a fresh threat, while the restore option can help keep an important damaged Being on the Storyline.

 

Because both options target a Being, you can use the correct option based on the current Storyline.

 

Synergies And Combinations

 

Discern Flexibility: First Shall Be Last lets you choose between Damage and Hope restoration.

 

Undamaged Being Removal: The Damage option deals 5 Damage to target undamaged Being.

 

Damaged Being Recovery: The restore option restores 5 Hope to target damaged Being.

 

Frequently Asked Questions

 

Q: What does Discern mean?

A: Discern means you choose one of the listed options.

 

Q: Can First Shall Be Last deal Damage to a damaged Being?

A: No. The Damage option targets an undamaged Being.

 

Q: Can First Shall Be Last restore Hope to an undamaged Being?

A: No. The restoration option targets a damaged Being.

 

Jude, Old Mysteries

 

Jude, Old Mysteries is an Uncommon Man Being from the Church Age, costing 4 Faith with 3 Strength, 2 Hope, 3 Reach, and 1 Move. He has Resurrect. When Jude is Exiled, he gives Adjacent Beings +1 Strength, +1 Hope, and Protect.

 

Strategic Use In Gameplay

 

Jude, Old Mysteries is a positioning-focused Being that gives value when he is Exiled. If Jude is placed beside important Beings, his Resurrect Ability can strengthen those Adjacent Beings and give them Protect.

 

Because the Ability says Adjacent Beings, positioning matters. Be careful where Jude is placed, because the Ability can affect the Beings beside him when he is Exiled.

 

Synergies And Combinations

 

Resurrect Value: Jude gives Adjacent Beings +1 Strength, +1 Hope, and Protect when he is Exiled.

 

Positioning Strategy: Place Jude beside Beings you want to strengthen when he leaves the Storyline.

 

Protect Support: Giving Protect can help Adjacent Beings block Challenges to other Adjacent Beings.

 

Frequently Asked Questions

 

Q: When does Jude’s Resurrect Ability trigger?

A: Resurrect triggers when Jude is Exiled from the Storyline.

 

Q: Does Jude’s Ability affect only friendly Beings?

A: Yes. It says Adjacent Beings, so it can only affect Beings Adjacent to Jude when he is Exiled.

 

Q: Does the +1 Strength, +1 Hope, and Protect stay?

A: Yes. Since no duration is given, they stay unless another effect removes them.

 

John, Beloved Believer

 

John, Beloved Believer is a Common Man Being from the Church Age, costing 5 Faith with 5 Strength, 5 Hope, 1 Reach, and 5 Move. He has no Ability.

 

Strategic Use In Gameplay

 

John, Beloved Believer is a simple and reliable Being with strong Stats. With 5 Strength and 5 Hope, he can Challenge many enemy Beings and survive more Damage than smaller Beings.

 

Even without an Ability, John gives strong Storyline presence and works well in Decks that want a dependable midgame Being.

 

Synergies And Combinations

 

Strong Stats: John has 5 Strength and 5 Hope, making him reliable in Challenges.

 

Man Synergy: John fits naturally into Decks that care about Men.

 

Buff Target: Because John already has strong Stats, Strength and Hope increases can make him even more difficult to remove.

 

Frequently Asked Questions

 

Q: Does John have an Ability?

A: No. John has no Ability.

 

Q: What makes John useful?

A: John has strong Stats for a 5-Cost Being, giving you a reliable Storyline presence.

 

Q: Can John receive buffs?

A: Yes. Once he is on the Storyline, he is a Being and can receive Strength, Hope, Protect, Anointing, or other effects.

 

Timothy, Greek Jew

 

Timothy, Greek Jew is a Common Man Being from the Church Age, costing 5 Faith with 4 Strength, 3 Hope, 1 Reach, and 4 Move. He has Zeal, allowing him to Challenge immediately.

 

Strategic Use In Gameplay

 

Timothy, Greek Jew is a strong midgame Being that can act the Turn he is Created. Zeal lets him Challenge immediately, making him useful when you need to remove an enemy Being, pressure the Opponent, or take advantage of an open lane.

 

With 4 Strength and 4 Move, Timothy can apply pressure and reposition well after his first Turn.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Timothy Challenge immediately when he is Created.

 

Man Synergy: Timothy fits naturally into Decks that care about Men.

 

Midgame Pressure: With 4 Strength, Timothy can threaten many enemy Beings in Challenges.

 

Frequently Asked Questions

 

Q: Can Timothy Challenge the Turn he is Created?

A: Yes. Zeal lets Timothy Challenge immediately.

 

Q: Can Timothy Move immediately because of Zeal?

A: No. Zeal lets him Challenge immediately. It does not let him Move immediately.

 

Q: Does Timothy have to Challenge immediately?

A: No. Zeal allows him to Challenge immediately, but you are not forced to Challenge with him.

 

Peter, Jewish Apostle

 

Peter, Jewish Apostle is a Rare Chief Being from the Church Age, costing 6 Faith with 3 Strength, 7 Hope, 5 Reach, and 6 Move. He has Patience: Protect and Abundance, which activates while he is damaged.

 

Strategic Use In Gameplay

 

Peter, Jewish Apostle is a durable Being that becomes much stronger while damaged. With 7 Hope, Peter can survive a lot of Damage, and once he is damaged, Patience gives him Protect and Abundance.

 

That means a damaged Peter can block Challenges to Adjacent Beings and can Challenge twice, making him a strong defensive and offensive presence.

 

Synergies And Combinations

 

Patience Activation: Peter gains Protect and Abundance while he is damaged.

 

Protect Support: Once damaged, Peter can block Challenges to Adjacent Beings.

 

Abundance Pressure: Once damaged, Peter can Challenge twice.

 

Frequently Asked Questions

 

Q: When does Peter gain Protect and Abundance?

A: Peter gains Protect and Abundance while he is damaged.

 

Q: What happens if Peter is fully restored?

A: If Peter is no longer damaged, Patience stops applying and he no longer has Protect and Abundance from Patience.

 

Q: Does Patience count as an Ability?

A: Yes. Humble can cancel Patience.

 

Saul, Strict Pharisee

 

Saul, Strict Pharisee is an Uncommon Chief Being from the Church Age, costing 6 Faith with 7 Strength, 4 Hope, 4 Reach, and 3 Move. His Prophecy Ability gives Fear to target enemy Being.

 

Strategic Use In Gameplay

 

Saul, Strict Pharisee is a powerful Being that combines high Strength with immediate control. When he is Created, he can give Fear to target enemy Being, stopping that Being from Interacting this Turn or the next.

 

This can shut down an important enemy Being while Saul uses his 7 Strength to pressure the Storyline.

 

Synergies And Combinations

 

Fear Control: Saul can stop target enemy Being from Interacting this Turn or the next.

 

High Strength: With 7 Strength, Saul can threaten major Damage in Challenges.

 

Chief Synergy: Saul fits naturally into Decks that care about Chiefs or control-focused Beings.

 

Frequently Asked Questions

 

Q: What does Fear do?

A: Fear means the Being can’t Interact this Turn or the next.

 

Q: Does Fear cancel Abilities?

A: No. Fear stops Interaction. It does not cancel Abilities.

 

Q: Can Saul target a Being with Darkness?

A: Not before that Being Interacts. Darkness stops a Being from being Targeted before it Interacts.

 

Paul, Truth Of Grace

 

Paul, Truth Of Grace is a Rare Chief Being from the Church Age, costing 7 Faith with 4 Strength, 6 Hope, 4 Reach, and 6 Move. He has Zeal and Patience: +5 Strength.

 

Strategic Use In Gameplay

 

Paul, Truth Of Grace is a powerful late-game Being that can act immediately and become much stronger while damaged. Zeal lets him Challenge the Turn he is Created, and Patience gives him +5 Strength while he is damaged.

 

This means Paul can enter the Storyline, Challenge immediately, and become a huge threat if he takes Damage and survives.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Paul Challenge immediately when he is Created.

 

Patience Power: While damaged, Paul gains +5 Strength.

 

Restore Timing: Restoring Paul can help keep him alive, but if he is fully restored, Patience stops applying.

 

Frequently Asked Questions

 

Q: Can Paul Challenge the Turn he is Created?

A: Yes. Zeal lets Paul Challenge immediately.

 

Q: When does Paul gain +5 Strength?

A: Paul gains +5 Strength while he is damaged.

 

Q: What happens if Paul is fully restored?

A: If Paul is no longer damaged, Patience stops applying and he no longer has the +5 Strength from Patience.

 

Bride, Body Of Christ

 

Bride, Body Of Christ is a Holy Rare Woman Being from the Church Age, costing 7 Faith with 6 Strength, 7 Hope, 3 Reach, and 7 Move. At your Start Of Turn and your End Of Turn, she gains +1 Strength and +1 Hope.

 

Strategic Use In Gameplay

 

Bride, Body Of Christ is a powerful growing Being. If she stays on the Storyline, she becomes stronger at your Start Of Turn and again at your End Of Turn.

 

This makes her a serious late-game threat. The longer she remains on the Storyline, the harder she becomes to Exile and the more dangerous she becomes in Challenges.

 

Synergies And Combinations

 

Ongoing Growth: Bride gains +1 Strength and +1 Hope at your Start Of Turn and your End Of Turn.

 

Late-Game Threat: Bride becomes more powerful the longer she stays on the Storyline.

 

Protection Support: Giving Bride Anointing, Protect, Eternal, or Hope restoration can help her stay active longer.

 

Frequently Asked Questions

 

Q: When does Bride gain Strength and Hope?

A: Bride gains +1 Strength and +1 Hope at your Start Of Turn and at your End Of Turn.

 

Q: Does Bride grow during the Opponent’s Turn?

A: No. Her Ability triggers at your Start Of Turn and your End Of Turn.

 

Q: Does the +1 Strength and +1 Hope stay?

A: Yes. Since no duration is given, the bonuses stay unless another effect removes them.

 

Conclusion

 

The Church Age teaches you how to use Patience, damaged Beings, Abundance, and Anointing to keep pressure on the Opponent.

 

Now that you understand how Church Verses turn endurance into strength, the next step is to learn an Age where the whole Storyline becomes dangerous.

 

In the Wrath Age, we’ll look at mass Damage, Exile, Resurrect effects, global punishment, and high-risk gameplay.

Chapter 24: Wrath Age - Learn All The Wrath Verses

 

Introduction

 

The Wrath Age is about judgment, destruction, and dangerous power. Because this Age reflects end-time wrath and global shaking, its gameplay is explosive, punishing, and risky for both players.

 

In gameplay, Wrath Verses use mass Damage, Exile, self-sacrifice, Resurrect effects, global punishment, and high-risk effects that can hurt everyone. This Age rewards players who know when to unleash destruction and when to hold back.

 

As you study the Wrath Verses, remember that power in this Age often comes with a cost. Wrath gameplay can break the Storyline open, but careless players can be caught in their own judgment.

 

Jews Protected

 

Jews Protected is an Uncommon Event from the Wrath Age, costing 1 Faith. It Exiles target friendly Being, and target Opponent loses 4 Points.

 

Strategic Use In Gameplay

 

Jews Protected is a low-cost Event that turns one of your friendly Beings into Point pressure against the Opponent. Exiling your own Being can be a cost, but it can also be useful if that Being has Resurrect or if you want to open a Slot.

 

Because the Opponent loses Points instead of taking Damage, this does not cause Bible Point gain.

 

Synergies And Combinations

 

Friendly Exile Setup: Jews Protected can Exile one of your friendly Beings.

 

Resurrect Synergy: Exiling a friendly Being with Resurrect can trigger that Being’s Resurrect Ability.

 

Point Pressure: Target Opponent loses 4 Points.

 

Frequently Asked Questions

 

Q: Can Jews Protected trigger Resurrect?

A: Yes. If it Exiles a friendly Being with Resurrect from the Storyline, that Being’s Resurrect Ability triggers.

 

Q: Is the 4 Point loss Damage?

A: No. Point loss is not Damage.

 

Q: Do I Gain Bible Points from Jews Protected?

A: No. Jews Protected causes Point loss, not Damage.

 

Bitter Wormwood

 

Bitter Wormwood is a Holy Rare Event from the Wrath Age, costing 1 Faith. It Exiles a Verse from your Hand, then deals 4 Damage to target enemy.

 

Strategic Use In Gameplay

 

Bitter Wormwood is a powerful low-cost Damage Event with a Hand cost. Exiling a Verse from your Hand is required, but in return, Bitter Wormwood deals 4 Damage to target enemy.

 

Because it says target enemy, it can target an Opponent or an enemy Being. If it damages an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted.

 

Synergies And Combinations

 

High Damage For Low Faith: Bitter Wormwood deals 4 Damage for only 1 Faith.

 

Direct Pressure: If Bitter Wormwood damages an Opponent, you Gain Bible Points equal to the Damage inflicted.

 

Pray Synergy: Since Bitter Wormwood is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Do I have to Exile a Verse from my Hand?

A: Yes. Bitter Wormwood Exiles a Verse from your Hand before dealing 4 Damage to target enemy.

 

Q: Can Bitter Wormwood target an Opponent?

A: Yes. It says target enemy, so it can target an Opponent or an enemy Being.

 

Q: Does Bitter Wormwood help me Gain Bible Points?

A: Yes, if it deals Damage to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Left Behind Sinner

 

Left Behind Sinner is a Common Man Being from the Wrath Age, costing 1 Faith with 1 Strength, 1 Hope, 3 Reach, and 1 Move. He has Resurrect. When Left Behind Sinner is Exiled, he deals 1 Damage to all Players.

 

Strategic Use In Gameplay

 

Left Behind Sinner is a small Being with a disruptive Resurrect Ability. When he is Exiled, he deals 1 Damage to all Players, which can affect both Players’ Bible Points through Damage.

 

This makes Left Behind Sinner useful in Decks that want to trigger Resurrect or create small bursts of Player Damage.

 

Synergies And Combinations

 

Resurrect Damage: When Left Behind Sinner is Exiled, he deals 1 Damage to all Players.

 

Friendly Exile Setup: Effects that Exile your own Beings can trigger Left Behind Sinner’s Resurrect Ability.

 

Man Synergy: Left Behind Sinner fits naturally into Decks that care about Men or low-cost Beings.

 

Frequently Asked Questions

 

Q: When does Left Behind Sinner deal Damage to all Players?

A: His Resurrect Ability triggers when he is Exiled from the Storyline.

 

Q: Does Left Behind Sinner deal Damage to both Players?

A: Yes. He deals 1 Damage to all Players.

 

Q: Does Damage to a Player affect Bible Points?

A: Yes. When a Player deals Damage to an Opponent, that Player Gains Bible Points equal to the Damage inflicted.

 

Celestial Wonder

 

Celestial Wonder is an Uncommon Woman Being from the Wrath Age, costing 1 Faith with 0 Strength, 1 Hope, 0 Reach, and 0 Move. She has Darkness. At your End Of Turn, she gives another target friendly Being +1 Hope.

 

Strategic Use In Gameplay

 

Celestial Wonder is a small support Being that helps your Storyline grow over time. Darkness helps keep her safe before she Interacts, and her End Of Turn Ability gives another friendly Being +1 Hope.

 

Because she has 0 Strength, 0 Reach, and 0 Move, she is not meant for normal Challenges or movement. Her value comes from staying on the Storyline and supporting other friendly Beings.

 

Synergies And Combinations

 

End Of Turn Support: Celestial Wonder gives another target friendly Being +1 Hope at your End Of Turn.

 

Darkness Protection: Celestial Wonder can’t be Challenged or Targeted before she Interacts.

 

Woman Synergy: Celestial Wonder fits naturally into Decks that care about Women or ongoing Hope support.

 

Frequently Asked Questions

 

Q: Can Celestial Wonder give +1 Hope to herself?

A: No. She gives +1 Hope to another target friendly Being.

 

Q: Can Celestial Wonder Challenge with 0 Reach?

A: No. A Being with 0 Reach cannot Challenge unless another effect increases its Reach.

 

Q: Can Celestial Wonder Move with 0 Move?

A: No. A Being with 0 Move cannot Move unless another effect increases its Move or moves it.

 

Evil Locust

 

Evil Locust is a Common Spirit Being from the Wrath Age, costing 1 Faith with 3 Strength, 2 Hope, 2 Reach, and 1 Move. Its Prophecy Ability makes target Opponent gain 3 Points.

 

Strategic Use In Gameplay

 

Evil Locust gives you very strong Stats for only 1 Faith, but it comes with a serious drawback. When it is Created, target Opponent gains 3 Points, bringing that Opponent closer to winning.

 

Because of this, Evil Locust is best in aggressive Decks that can use its early Strength to apply pressure quickly and overcome the Point gain it gives the Opponent.

 

Synergies And Combinations

 

Strong Early Stats: Evil Locust gives 3 Strength and 2 Hope for only 1 Faith.

 

Aggressive Pressure: Evil Locust can help pressure enemy Beings or the Opponent early.

 

Spirit Synergy: Evil Locust fits naturally into Decks that care about Spirits or high-Strength low-cost Beings.

 

Frequently Asked Questions

 

Q: Does Evil Locust make the Opponent gain Points?

A: Yes. When Evil Locust is Created, target Opponent gains 3 Points.

 

Q: Is the Opponent’s Point gain Damage?

A: No. Point gain is not Damage.

 

Q: Why would I Play Evil Locust if it gives the Opponent Points?

A: Evil Locust has very strong Stats for 1 Faith, so aggressive Decks may use it to gain early Storyline pressure.

 

Patient Saint

 

Patient Saint is a Common Child Being from the Wrath Age, costing 1 Faith with 1 Strength, 1 Hope, 0 Reach, and 2 Move. Patient Saint has Protect, allowing it to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Patient Saint is a small defensive Being that can protect important friendly Beings beside it. Even though it has only 1 Strength and 1 Hope, Protect can force the Opponent to deal with Patient Saint before Challenging Adjacent Beings.

 

Because Patient Saint has 0 Reach, it cannot Challenge unless another effect increases its Reach. Its main value comes from placement, protection, and early Storyline defense.

 

Synergies And Combinations

 

Protect Support: Patient Saint can block Challenges to Adjacent friendly Beings.

 

Child Synergy: Patient Saint fits naturally into Decks that care about Children or low-cost Beings.

 

Early Defense: For 1 Faith, Patient Saint can help protect a more important Being beside it.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Can Patient Saint Challenge with 0 Reach?

A: No. A Being with 0 Reach cannot Challenge unless another effect increases its Reach.

 

Q: Does Protect stop Events?

A: No. Protect does not stop Ability Targeting or Damage from Events.

 

Mark Of The Beast

 

Mark Of The Beast is a Common Event from the Wrath Age, costing 1 Faith. It gives target friendly Being +3 Strength and +3 Hope, then Exiles that Being at your End Of Turn.

 

Strategic Use In Gameplay

 

Mark Of The Beast is a powerful temporary setup for a major Turn. Giving a friendly Being +3 Strength and +3 Hope can help it win a Challenge, survive Damage, or pressure the Opponent.

 

The cost is that the target Being is Exiled at your End Of Turn. This can be dangerous, but it can also be useful if the Being has Resurrect or if you need one strong final use from that Being.

 

Synergies And Combinations

 

Major Stat Increase: Mark Of The Beast gives target friendly Being +3 Strength and +3 Hope.

 

Resurrect Setup: Exiling the Being at your End Of Turn can trigger Resurrect.

 

Final Turn Pressure: Use it on a Being that can make a strong Challenge before it is Exiled.

 

Frequently Asked Questions

 

Q: Does Mark Of The Beast Exile the Being?

A: Yes. The target friendly Being is Exiled at your End Of Turn.

 

Q: Can Mark Of The Beast trigger Resurrect?

A: Yes. If the target Being has Resurrect and is Exiled from the Storyline, its Resurrect Ability triggers.

 

Q: Does the +3 Strength and +3 Hope matter if the Being is Exiled later?

A: Yes. The Being can use the extra Strength and Hope before your End Of Turn, but then it is Exiled at your End Of Turn.

 

War In Heaven

 

War In Heaven is a Rare Event from the Wrath Age, costing 2 Faith. Choose target enemy, roll a die, then deal that much Damage to it.

 

Strategic Use In Gameplay

 

War In Heaven is a flexible Damage Event with a die roll. Since it says target enemy, it can target an Opponent or an enemy Being.

 

If War In Heaven damages an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted. If it damages an enemy Being, it can weaken or Exile that Being, but Damage dealt to a Being does not give Bible Points.

 

Synergies And Combinations

 

Die Roll Damage: War In Heaven deals Damage equal to the die roll.

 

Direct Pressure: War In Heaven can target an Opponent and help you Gain Bible Points.

 

Pray Synergy: Since War In Heaven is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can War In Heaven target an Opponent?

A: Yes. It says target enemy, so it can target an Opponent or an enemy Being.

 

Q: Do I choose the target before rolling the die?

A: Yes. Choose target enemy, then roll a die and deal that much Damage to it.

 

Q: Does War In Heaven give Bible Points?

A: Yes, if it deals Damage to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Brimstone Rider

 

Brimstone Rider is a Common Spirit Being from the Wrath Age, costing 2 Faith with 4 Strength, 3 Hope, 2 Reach, and 2 Move. Its Prophecy Ability Exiles a Verse from your Hand.

 

Strategic Use In Gameplay

 

Brimstone Rider gives very strong Stats for only 2 Faith, but it comes with a Hand cost. When it is Created, its Prophecy Ability Exiles a Verse from your Hand.

 

This makes Brimstone Rider strongest when you can afford to lose a Verse from your Hand, or when the early Storyline pressure is worth the cost.

 

Synergies And Combinations

 

Strong Early Stats: Brimstone Rider gives 4 Strength and 3 Hope for only 2 Faith.

 

Spirit Synergy: Brimstone Rider fits naturally into Decks that care about Spirits.

 

Exile Setup: Exiling a Verse from your Hand can matter in Decks that care about Exile.

 

Frequently Asked Questions

 

Q: Do I have to Exile a Verse from my Hand?

A: Yes. When Brimstone Rider is Created, its Prophecy Ability Exiles a Verse from your Hand if possible.

 

Q: What happens if I have no Verse in Hand?

A: If you have no Verse in Hand, there is no Verse to Exile. Brimstone Rider still remains on the Storyline.

 

Q: Is Brimstone Rider strong for its Cost?

A: Yes. It has 4 Strength and 3 Hope for only 2 Faith, but the Prophecy cost matters.

 

Blazing Mountain

 

Blazing Mountain is an Uncommon Event from the Wrath Age, costing 3 Faith. It deals 5 Damage to target Being.

 

Strategic Use In Gameplay

 

Blazing Mountain is a strong single-target Damage Event. Since it says target Being, it can target a friendly Being or an enemy Being.

 

Most of the time, you will use Blazing Mountain to remove or weaken a dangerous enemy Being. It can also be used on a friendly Being if you need to trigger Damage-based synergies, but 5 Damage is a large amount.

 

Synergies And Combinations

 

Heavy Damage: Blazing Mountain deals 5 Damage to target Being.

 

Threat Removal: It can Exile many enemy Beings by dealing enough Damage.

 

Pray Synergy: Since Blazing Mountain is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Blazing Mountain target a friendly Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Can Blazing Mountain target an Opponent?

A: No. Blazing Mountain targets a Being.

 

Q: Does Damage dealt to a Being give Bible Points?

A: No. Damage dealt to a Being does not give Bible Points.

 

Eagle Creature

 

Eagle Creature is a Common Spirit Being from the Wrath Age, costing 3 Faith with 2 Strength, 2 Hope, 3 Reach, and 2 Move. At your End Of Turn, each Player Draws a Verse.

 

Strategic Use In Gameplay

 

Eagle Creature is a shared card-draw Being. At your End Of Turn, each Player Draws a Verse, meaning both you and your Opponent gain resources while Eagle Creature remains on the Storyline.

 

This can be useful if your Deck is built to use extra Verses better than your Opponent, or if you need steady Draw to keep your Hand active.

 

Synergies And Combinations

 

End Of Turn Draw: Eagle Creature makes each Player Draw a Verse at your End Of Turn.

 

Spirit Synergy: Eagle Creature fits naturally into Decks that care about Spirits.

 

Resource Strategy: Decks that can use extra Verses quickly can benefit from Eagle Creature’s repeated Draw.

 

Frequently Asked Questions

 

Q: Does Eagle Creature make both Players Draw?

A: Yes. At your End Of Turn, each Player Draws a Verse.

 

Q: Does Eagle Creature trigger on the Opponent’s End Of Turn?

A: No. It triggers at your End Of Turn.

 

Q: What happens if a Player must Draw with no Verses left in Deck?

A: If a Player must Draw and has no Verses left in Deck, that Player loses the Game.

 

Lion Creature

 

Lion Creature is an Uncommon Spirit Being from the Wrath Age, costing 3 Faith with 1 Strength, 4 Hope, 1 Reach, and 0 Move. At your End Of Turn, Lion Creature deals 1 Damage to target enemy Being.

 

Strategic Use In Gameplay

 

Lion Creature is a steady End Of Turn Damage Being. Even though it has only 1 Strength and 0 Move, it can keep dealing 1 Damage to target enemy Being at your End Of Turn.

 

This makes Lion Creature useful for slowly removing small enemy Beings, finishing damaged Beings, or setting up larger removal plays.

 

Synergies And Combinations

 

End Of Turn Damage: Lion Creature deals 1 Damage to target enemy Being at your End Of Turn.

 

Damage Setup: Its repeated Damage can help prepare enemy Beings for other removal.

 

Spirit Synergy: Lion Creature fits naturally into Decks that care about Spirits or End Of Turn value.

 

Frequently Asked Questions

 

Q: Does Lion Creature deal Damage at your End Of Turn?

A: Yes. At your End Of Turn, it deals 1 Damage to target enemy Being.

 

Q: Can Lion Creature target an Opponent?

A: No. It targets an enemy Being.

 

Q: Can Lion Creature Move with 0 Move?

A: No. A Being with 0 Move cannot Move unless another effect increases its Move or moves it.

 

Opened Book Angel

 

Opened Book Angel is a Rare Spirit Being from the Wrath Age, costing 3 Faith with 1 Strength, 1 Hope, 1 Reach, and 4 Move. It has Pray +3, increasing your Event Damage by 3.

 

Strategic Use In Gameplay

 

Opened Book Angel is a powerful Event Damage support Being. Pray +3 can make your Damage-dealing Events much stronger while Opened Book Angel is on the Storyline.

 

Because it has only 1 Hope, it is fragile. Protecting it can be very important if your Deck relies on Event Damage.

 

Synergies And Combinations

 

Event Damage: Opened Book Angel increases your Event Damage by 3.

 

Pray Stacking: Pray +3 can stack with other Pray bonuses.

 

Spirit Synergy: Opened Book Angel fits naturally into Decks that care about Spirits or Event Damage.

 

Frequently Asked Questions

 

Q: What does Pray +3 do?

A: Pray +3 increases your Event Damage by 3.

 

Q: Does Opened Book Angel increase Damage from Challenges?

A: No. Pray increases Event Damage only.

 

Q: Can multiple Pray bonuses stack?

A: Yes. Multiple Pray bonuses stack together.

 

Red Horse Rider

 

Red Horse Rider is a Common Spirit Being from the Wrath Age, costing 4 Faith with 6 Strength, 6 Hope, 1 Reach, and 1 Move. Its Prophecy Ability makes target Opponent gain 5 Points.

 

Strategic Use In Gameplay

 

Red Horse Rider gives huge Stats for its Cost, but it has a serious drawback. When it is Created, target Opponent gains 5 Points, bringing that Opponent closer to winning.

 

Because of this, Red Horse Rider is strongest in aggressive Decks that can use its 6 Strength and 6 Hope to apply immediate Storyline pressure and overcome the Point gain it gives the Opponent.

 

Synergies And Combinations

 

Huge Stats: Red Horse Rider gives 6 Strength and 6 Hope for only 4 Faith.

 

Spirit Synergy: Red Horse Rider fits naturally into Decks that care about Spirits.

 

Aggressive Pressure: If your Deck can pressure quickly, Red Horse Rider’s Stats may be worth the Opponent’s Point gain.

 

Frequently Asked Questions

 

Q: Does Red Horse Rider make the Opponent gain Points?

A: Yes. When Red Horse Rider is Created, target Opponent gains 5 Points.

 

Q: Is the Opponent’s Point gain Damage?

A: No. Point gain is not Damage.

 

Q: Why would I Play Red Horse Rider if it gives the Opponent Points?

A: Red Horse Rider has extremely strong Stats for 4 Faith, so aggressive Decks may use it to gain major Storyline pressure.

 

Black Horse Rider

 

Black Horse Rider is an Uncommon Spirit Being from the Wrath Age, costing 4 Faith with 3 Strength, 4 Hope, 4 Reach, and 5 Move. Its Prophecy Ability removes all Verses from Exile.

 

Strategic Use In Gameplay

 

Black Horse Rider is a strong disruption Being against Exile-based strategies. When it is Created, its Prophecy Ability removes all Verses from Exile, which can stop Players from using those Verses later.

 

This can be especially powerful against Decks that plan to return Event Verses, Being Verses, or other Verses from Exile back to Hand.

 

Synergies And Combinations

 

Exile Disruption: Black Horse Rider removes all Verses from Exile when it is Created.

 

Spirit Synergy: Black Horse Rider fits naturally into Decks that care about Spirits.

 

Resource Denial: Removing Verses from Exile can stop future recovery plays.

 

Frequently Asked Questions

 

Q: Does Black Horse Rider remove all Verses from Exile?

A: Yes. When Black Horse Rider is Created, its Prophecy Ability removes all Verses from Exile.

 

Q: Does Black Horse Rider remove Verses from Hand or Deck?

A: No. It removes Verses from Exile.

 

Q: Does Black Horse Rider’s Prophecy Ability trigger when it is Created?

A: Yes. Prophecy triggers when Black Horse Rider is Created.

 

Scorching Heat

 

Scorching Heat is a Common Event from the Wrath Age, costing 4 Faith. It deals 3 Damage to all Beings and all Players.

 

Strategic Use In Gameplay

 

Scorching Heat is a major Storyline-wide Damage Event. It damages every Being and every Player, so it can clear small Beings, weaken larger Beings, and pressure both Players at the same time.

 

Because it affects your own Beings and yourself too, timing matters. Scorching Heat is strongest when your Beings can survive the Damage, when the Opponent has more vulnerable Beings, or when the Damage to the Opponent helps you push toward victory.

 

Synergies And Combinations

 

Storyline Damage: Scorching Heat deals 3 Damage to every Being.

 

Player Damage: Scorching Heat deals 3 Damage to all Players.

 

Pray Synergy: Since Scorching Heat is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Scorching Heat Damage friendly Beings too?

A: Yes. Scorching Heat deals 3 Damage to all Beings.

 

Q: Does Scorching Heat Damage both Players?

A: Yes. Scorching Heat deals 3 Damage to all Players.

 

Q: Can Scorching Heat help me Gain Bible Points?

A: Yes. Damage dealt to an Opponent gives the Player who dealt that Damage Bible Points equal to the Damage inflicted. But Opponents will also gain Points from having dealt damage to yourself.

 

Deceiver, False Prophet

 

Deceiver, False Prophet is a Common Chief Being from the Wrath Age, costing 4 Faith with 4 Strength, 4 Hope, 3 Reach, and 3 Move. Its Prophecy Ability deals 1 Damage to all other Beings and all Players.

 

Strategic Use In Gameplay

 

Deceiver, False Prophet is a strong midgame Being with immediate Storyline-wide impact. When it is Created, it deals 1 Damage to all other Beings and all Players.

 

Because the Damage hits all other Beings, Deceiver does not Damage itself. This makes it useful for clearing small Beings, triggering Damage-based effects, and pressuring both Players.

 

Synergies And Combinations

 

Wide Damage: Deceiver deals 1 Damage to all other Beings when Created.

 

Player Damage: Deceiver also deals 1 Damage to all Players.

 

Prophecy Impact: Deceiver gives immediate Damage the moment it is Created.

 

Frequently Asked Questions

 

Q: Does Deceiver Damage itself?

A: No. Its Prophecy Ability deals 1 Damage to all other Beings and all Players.

 

Q: Does Deceiver Damage friendly Beings?

A: Yes. It damages all other Beings, including friendly and enemy Beings.

 

Q: Does Damage to an Opponent give Bible Points?

A: Yes. Damage dealt to an Opponent gives the Player who dealt that Damage Bible Points equal to the Damage inflicted. Opponents will also gain Points from having dealt damage to yourself.

 

Moses, Water To Blood

 

Moses, Water To Blood is a Common Prophet Being from the Wrath Age, costing 5 Faith with 4 Strength, 5 Hope, 5 Reach, and 2 Move. He has Resurrect. When Moses is Exiled, he deals 1 Damage to all enemy Beings.

 

Strategic Use In Gameplay

 

Moses, Water To Blood is a strong Prophet with a useful Resurrect Ability. While he is on the Storyline, his Stats make him a solid threat. When he is Exiled, he punishes the enemy Storyline by dealing 1 Damage to all enemy Beings.

 

This makes Moses useful in Decks that can Exile their own Beings, or in matchups where the Opponent has many small enemy Beings.

 

Synergies And Combinations

 

Resurrect Damage: Moses deals 1 Damage to all enemy Beings when he is Exiled.

 

Self-Exile Setup: Effects that Exile friendly Beings can trigger Moses’s Resurrect Ability.

 

Prophet Synergy: Moses fits naturally into Decks that care about Prophets or Resurrect effects.

 

Frequently Asked Questions

 

Q: When does Moses’s Resurrect Ability trigger?

A: Resurrect triggers when Moses is Exiled from the Storyline.

 

Q: Does Moses Damage friendly Beings?

A: No. Moses deals 1 Damage to all enemy Beings.

 

Q: Does Damage dealt to Beings give Bible Points?

A: No. Damage dealt to Beings does not give Bible Points.

 

Elias, Severe Drought

 

Elias, Severe Drought is an Uncommon Prophet Being from the Wrath Age, costing 5 Faith with 5 Strength, 4 Hope, 5 Reach, and 1 Move. He has Resurrect. When Elias is Exiled, he deals 2 Damage to all Beings.

 

Strategic Use In Gameplay

 

Elias, Severe Drought is a powerful Resurrect Being that can damage the whole Storyline when he is Exiled. His Resurrect Ability deals 2 Damage to all Beings, which can clear small Beings and weaken larger ones.

 

Because this affects friendly and enemy Beings, timing is important. Elias is strongest when the enemy Storyline is more vulnerable than yours, or when you are planning around the Damage.

 

Synergies And Combinations

 

Resurrect Storyline Damage: Elias deals 2 Damage to all Beings when he is Exiled.

 

Self-Exile Setup: Effects that Exile friendly Beings can trigger Elias’s Resurrect Ability.

 

Prophet Synergy: Elias fits naturally into Decks that care about Prophets or Resurrect effects.

 

Frequently Asked Questions

 

Q: Does Elias Damage friendly Beings?

A: Yes. Elias deals 2 Damage to all Beings.

 

Q: When does Elias’s Resurrect Ability trigger?

A: Resurrect triggers when Elias is Exiled from the Storyline.

 

Q: Does Elias deal Damage to Players?

A: No. Elias deals 2 Damage to all Beings.

 

Babylon, Mystery Harlot

 

Babylon, Mystery Harlot is a Rare Woman Being from the Wrath Age, costing 5 Faith with 7 Strength, 2 Hope, 5 Reach, and 4 Move. Her Prophecy Ability Exiles two Verses from your Hand. She also has Zeal, allowing her to Challenge immediately.

 

Strategic Use In Gameplay

 

Babylon, Mystery Harlot is a high-risk, high-pressure Being. With 7 Strength and Zeal, she can Challenge immediately and threaten major Damage the Turn she is Created.

 

The drawback is her Prophecy Ability, which Exiles two Verses from your Hand. This makes Babylon strongest when you can afford the Hand loss or when her immediate pressure is worth the cost.

 

Synergies And Combinations

 

Immediate Challenge: Zeal lets Babylon Challenge immediately when she is Created.

 

High Strength Pressure: With 7 Strength, Babylon can threaten large enemy Beings.

 

Woman Synergy: Babylon fits naturally into Decks that care about Women or aggressive high-Strength Beings.

 

Frequently Asked Questions

 

Q: Can Babylon Challenge the Turn she is Created?

A: Yes. Zeal lets Babylon Challenge immediately.

 

Q: Do I have to Exile two Verses from my Hand?

A: Yes. When Babylon is Created, her Prophecy Ability Exiles two Verses from your Hand if possible.

 

Q: What happens if I have fewer than two Verses in Hand?

A: Exile as many Verses from your Hand as you can. Babylon still remains on the Storyline.

 

Antichrist, Wicked One

 

Antichrist, Wicked One is an Uncommon King Being from the Wrath Age, costing 6 Faith with 6 Strength, 6 Hope, 2 Reach, and 6 Move. Whenever a Being is Exiled, Antichrist deals 1 Damage to all Players.

 

Strategic Use In Gameplay

 

Antichrist, Wicked One turns Exile into Player Damage. Whenever any Being is Exiled, he deals 1 Damage to all Players.

 

This can create heavy pressure in Decks that Exile Beings often, but it can also damage you. Antichrist is strongest when you can use Exile effects to damage the Opponent faster than the Damage hurts you.

 

Synergies And Combinations

 

Exile Punishment: Antichrist deals 1 Damage to all Players whenever a Being is Exiled.

 

Self-Exile Strategy: Cards that Exile your own Beings can trigger Antichrist.

 

Mass Exile Pressure: Effects that Exile multiple Beings can create multiple Antichrist triggers.

 

Frequently Asked Questions

 

Q: Does Antichrist trigger when a friendly Being is Exiled?

A: Yes. Antichrist triggers whenever a Being is Exiled.

 

Q: What happens if multiple Beings are Exiled at the same time?

A: Antichrist can trigger for each Being Exiled.

 

Q: Does Antichrist Damage both Players?

A: Yes. He deals 1 Damage to all Players.

 

Refusing Worship

 

Refusing Worship is an Uncommon Event from the Wrath Age, costing 6 Faith. It Exiles target Being, and that Being’s owner loses 4 Points.

 

Strategic Use In Gameplay

 

Refusing Worship is a flexible removal Event that can target any Being. Most of the time, you will use it to Exile an enemy Being, causing that Being’s owner to lose 4 Points.

 

Since it says target Being, it can also target a friendly Being if you want to trigger Resurrect or remove your own Being for a specific reason. In that case, you would be the owner and you would lose 4 Points.

 

Synergies And Combinations

 

Direct Exile: Refusing Worship Exiles target Being.

 

Point Pressure: The owner of the Exiled Being loses 4 Points.

 

Resurrect Setup: Refusing Worship can Exile a friendly Being with Resurrect if that is part of your strategy.

 

Frequently Asked Questions

 

Q: Can Refusing Worship target a friendly Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Who loses 4 Points?

A: The owner of the Exiled Being loses 4 Points.

 

Q: Is the 4 Point loss Damage?

A: No. Point loss is not Damage.

 

Euphrates Angel

 

Euphrates Angel is a Common Spirit Being from the Wrath Age, costing 6 Faith with 4 Strength, 5 Hope, 4 Reach, and 2 Move. It has Darkness, meaning it can’t be Challenged or Targeted before it Interacts.

 

Strategic Use In Gameplay

 

Euphrates Angel is a durable Spirit that is hard to answer before it Interacts. Darkness protects it from Challenges and Targeting until it Moves or Challenges.

 

With 4 Strength, 5 Hope, and 4 Reach, Euphrates Angel can become a strong Storyline threat once you are ready to use it.

 

Synergies And Combinations

 

Darkness Protection: Euphrates Angel can’t be Challenged or Targeted before it Interacts.

 

Spirit Synergy: Euphrates Angel fits naturally into Decks that care about Spirits.

 

Durable Storyline Presence: With 5 Hope, Euphrates Angel can be difficult to remove through Damage.

 

Frequently Asked Questions

 

Q: What does Darkness do?

A: Darkness means Euphrates Angel can’t be Challenged or Targeted before it Interacts.

 

Q: Does Darkness stop non-targeting effects?

A: No. Darkness does not stop non-targeting effects, such as Damage to all enemy Beings.

 

Q: What removes Darkness protection?

A: Once Euphrates Angel Interacts by Moving or Challenging, Darkness no longer protects it.

 

Sea Of Blood

 

Sea Of Blood is a Rare Event from the Wrath Age, costing 7 Faith. It Exiles all Beings, then lets you Draw three Verses.

 

Strategic Use In Gameplay

 

Sea Of Blood is a complete Storyline reset. It Exiles every Being, then gives you three Verses to help rebuild afterward.

 

Because it Exiles all Beings, it affects both friendly and enemy Beings. It can also trigger Resurrect Abilities and other effects that care about Beings being Exiled.

 

Synergies And Combinations

 

Mass Exile: Sea Of Blood Exiles all Beings.

 

Card Draw: After Exiling all Beings, you Draw three Verses.

 

Resurrect Synergy: Beings with Resurrect can trigger when Sea Of Blood Exiles them.

 

Frequently Asked Questions

 

Q: Does Sea Of Blood Exile friendly Beings too?

A: Yes. Sea Of Blood Exiles all Beings.

 

Q: Does Sea Of Blood trigger Resurrect?

A: Yes. Beings with Resurrect trigger when they are Exiled from the Storyline.

 

Q: Do I Draw three Verses after Exiling all Beings?

A: Yes. Sea Of Blood Exiles all Beings, then you Draw three Verses.

 

Great Red Dragon

 

Great Red Dragon is a Holy Rare Dragon Being from the Wrath Age, costing 7 Faith with 6 Strength, 8 Hope, 5 Reach, and 4 Move. At your Start Of Turn and your End Of Turn, it deals 2 Damage to all other Beings and all Players.

 

Strategic Use In Gameplay

 

Great Red Dragon is a massive late-game threat that damages the whole Storyline and all Players over time. At your Start Of Turn and your End Of Turn, it deals 2 Damage to all other Beings and all Players.

 

This can quickly clear smaller Beings, weaken larger Beings, and pressure the Opponent. However, it also damages your other Beings and yourself, so you need to build and play around its effect carefully.

 

Synergies And Combinations

 

Repeated Damage: Great Red Dragon deals 2 Damage at your Start Of Turn and your End Of Turn.

 

Storyline Pressure: It damages all other Beings, including friendly and enemy Beings.

 

Player Damage: It damages all Players, creating constant Bible Point pressure when it damages an Opponent.

 

Frequently Asked Questions

 

Q: Does Great Red Dragon Damage itself?

A: No. It deals Damage to all other Beings and all Players.

 

Q: Does Great Red Dragon Damage friendly Beings?

A: Yes. It damages all other Beings, including your other friendly Beings.

 

Q: Can Great Red Dragon help you Gain Bible Points?

A: Yes. When Great Red Dragon deals Damage to an Opponent, the Player who dealt that Damage Gains Bible Points equal to the Damage inflicted.

 

Conclusion

 

The Wrath Age teaches you how to use destruction, Exile, mass Damage, and risky effects to create huge swings in the game.

 

Now that you understand how Wrath Verses punish the Storyline, the next step is to learn the final Age, where control and victory come together.

 

In the Power Age, we’ll look at Faith manipulation, hand disruption, deck pressure, limits, and game-winning control.

Chapter 25: Power Age - Learn All The Power Verses

 

Introduction

 

The Power Age is about final rule, final judgment, and complete victory. Because this Age points to Christ reigning in power, its gameplay focuses on authority, timing, restoration, and decisive control over the Storyline.

 

In gameplay, Power Verses return faith verses to your hand, strengthen friendly Beings, Humble enemy threats, remove Darkness, restore Hope, create protected Beings, and punish enemy Storylines with strong Damage and Exile effects. This Age rewards players who plan their turns carefully and know when to trade resources for a powerful swing.

 

As you study the Power Verses, look for how this Age turns control into victory. Power gameplay is not only about having the biggest effects; it is about using Faith, protection, Humble, Restoration, and final judgment at the right time.

 

Heaven And Earth

 

Heaven And Earth is a Common Event from the Power Age, costing 0 Faith. It Humbles target enemy Being, and that Being’s owner gains 2 Points.

 

Strategic Use In Gameplay

 

Heaven And Earth is a 0-Cost control Event that can cancel an enemy Being’s Abilities. Humble can remove powerful Abilities such as Protect, Darkness, Anointing, Resurrect, Abundance, Patience, Pray, Eternal, and other Abilities.

 

The drawback is that the owner of the Humbled Being gains 2 Points. Since this is Point gain and not Damage, it does not cause Bible Point gain for the other Player.

 

Synergies And Combinations

 

Ability Control: Heaven And Earth Humbles target enemy Being and cancels its Abilities.

 

0-Cost Event: Heaven And Earth can be Played without using Faith, but you still need an available Power Age faith Verse.

 

Tempo Disruption: Humbling a key enemy Being can weaken your Opponent’s Storyline plan.

 

Frequently Asked Questions

 

Q: Can Heaven And Earth target a friendly Being?

A: No. Heaven And Earth targets an enemy Being.

 

Q: Is the owner gaining 2 Points Damage?

A: No. Point gain is not Damage.

 

Q: Does Heaven And Earth use Faith because it costs 0?

A: No. A 0-Cost Event does not use Faith, but you still need an available faith Verse from the same Age to Play it.

 

Unified Humanity

 

Unified Humanity is a Common Event from the Power Age, costing 0 Faith. It gives target Being +2 Hope.

 

Strategic Use In Gameplay

 

Unified Humanity is a simple 0-Cost Hope increase. Since it says target Being, it can target a friendly Being or an enemy Being, so choose carefully.

 

Most of the time, you will use Unified Humanity on a friendly Being to make it harder to Exile. Because this gives +2 Hope instead of restoring Hope, it can increase a Being beyond its printed Hope.

 

Synergies And Combinations

 

Hope Increase: Unified Humanity gives target Being +2 Hope.

 

0-Cost Event: Unified Humanity can be Played without using Faith, but you still need an available Power Age faith Verse.

 

Survival Boost: Giving a friendly Being +2 Hope can help it stay on the Storyline longer.

 

Frequently Asked Questions

 

Q: Can Unified Humanity target an enemy Being?

A: Yes. It says target Being, so it can target a friendly Being or an enemy Being.

 

Q: Is Unified Humanity restoring Hope?

A: No. It gives target Being +2 Hope.

 

Q: Does Unified Humanity use Faith because it costs 0?

A: No. A 0-Cost Event does not use Faith, but you still need an available faith Verse from the same Age to Play it.

 

King Of Kings

 

King Of Kings is a Common Event from the Power Age, costing 1 Faith. It Humbles target enemy Being.

 

Strategic Use In Gameplay

 

King Of Kings is a low-cost control Event that cancels an enemy Being’s Abilities. It is useful against enemy Beings that rely on keywords, ongoing Abilities, or added Strength and Hope from other effects.

 

Because it targets, King Of Kings cannot target an enemy Being with Darkness before that Being Interacts.

 

Synergies And Combinations

 

Ability Control: King Of Kings Humbles target enemy Being.

 

Low-Cost Answer: For 1 Faith, King Of Kings can shut down an important enemy Ability.

 

Event Synergy: King Of Kings works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: What does Humble do?

A: Humble cancels Abilities and removes added Strength and Hope from other effects, but it does not remove Damage Counters.

 

Q: Can King Of Kings target a Being with Protect?

A: Yes. Protect does not stop Ability Targeting.

 

Q: Can King Of Kings target a Being with Darkness?

A: Not before that Being Interacts. Darkness stops a Being from being Targeted before it Interacts.

 

Grateful Inhabitant

 

Grateful Inhabitant is a Common Man Being from the Power Age, costing 1 Faith with 1 Strength, 1 Hope, 0 Reach, and 3 Move. It has Protect, allowing it to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Grateful Inhabitant is a small defensive Being with strong movement. It has 0 Reach, so it cannot Challenge unless another effect increases its Reach, but Protect lets it help defend Adjacent Beings.

 

With 3 Move, Grateful Inhabitant can reposition better than many low-cost Beings, helping you place Protect where it matters most.

 

Synergies And Combinations

 

Protect Support: Grateful Inhabitant can block Challenges to Adjacent friendly Beings.

 

Man Synergy: Grateful Inhabitant fits naturally into Decks that care about Men.

 

Positioning Tool: With 3 Move, Grateful Inhabitant can reposition to protect key Beings.

 

Frequently Asked Questions

 

Q: Can Grateful Inhabitant Challenge with 0 Reach?

A: No. A Being with 0 Reach cannot Challenge unless another effect increases its Reach.

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Does Protect stop Events?

A: No. Protect does not stop Ability Targeting or Damage from Events.

 

Royal Sovereignty

 

Royal Sovereignty is a Common Event from the Power Age, costing 1 Faith. It deals 1 Damage to target enemy Being and gives it Fear.

 

Strategic Use In Gameplay

 

Royal Sovereignty is a low-cost control Event that combines Damage with Fear. The 1 Damage can finish off a weak or damaged enemy Being, while Fear stops the target from Interacting this Turn or the next.

 

This makes Royal Sovereignty useful when you need to slow down a dangerous enemy Being, even if the 1 Damage does not Exile it.

 

Synergies And Combinations

 

Damage And Fear: Royal Sovereignty deals 1 Damage to target enemy Being and gives it Fear.

 

Interaction Control: Fear stops the target from Interacting this Turn or the next.

 

Pray Synergy: Since Royal Sovereignty is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Royal Sovereignty target an Opponent?

A: No. Royal Sovereignty targets an enemy Being.

 

Q: What does Fear do?

A: Fear means the Being can’t Interact this Turn or the next.

 

Q: Does Fear cancel Abilities?

A: No. Fear stops Interaction. It does not cancel Abilities.

 

Glorious Light

 

Glorious Light is an Uncommon Event from the Power Age, costing 1 Faith. It returns a faith Verse to your Hand, then deals 2 Damage to two target enemy Beings with the lowest Strength.

 

Strategic Use In Gameplay

 

Glorious Light gives you both resource flexibility and enemy Storyline Damage. Returning a faith Verse to your Hand can help you recover a Verse from your Faith Area, while the Damage can weaken or Exile low-Strength enemy Beings.

 

Because the targets must be enemy Beings with the lowest Strength, Glorious Light is best when the Opponent has small or vulnerable Beings that you want to remove.

 

Synergies And Combinations

 

Faith Verse Return: Glorious Light returns a faith Verse to your Hand.

 

Low-Strength Damage: Glorious Light deals 2 Damage to two target enemy Beings with the lowest Strength.

 

Pray Synergy: Since Glorious Light is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: What if there is only one enemy Being?

A: If there is only one valid enemy Being, deal 2 Damage to that one valid target.

 

Q: What happens if multiple enemy Beings are tied for lowest Strength?

A: If there is a tie, choose valid targets among the tied enemy Beings.

 

Q: Can Glorious Light target an Opponent?

A: No. Glorious Light deals Damage to enemy Beings with the lowest Strength.

 

Living Waters

 

Living Waters is a Common Event from the Power Age, costing 1 Faith. It gives target friendly Being +3 Strength this Turn only.

 

Strategic Use In Gameplay

 

Living Waters is a temporary Strength boost for one important Turn. Giving a friendly Being +3 Strength this Turn only can help it win a Challenge, remove an enemy Being, or pressure the Opponent.

 

Because the bonus only lasts this Turn, Living Waters is strongest when the target Being is ready to Challenge right away.

 

Synergies And Combinations

 

Temporary Strength Boost: Living Waters gives target friendly Being +3 Strength this Turn only.

 

Challenge Pressure: The extra Strength can help a friendly Being win an important Challenge.

 

Event Synergy: Living Waters works well in Decks that care about Events being Played.

 

Frequently Asked Questions

 

Q: Does Living Waters last permanently?

A: No. Living Waters gives +3 Strength this Turn only.

 

Q: Can Living Waters target an enemy Being?

A: No. Living Waters targets a friendly Being.

 

Q: Is Living Waters strongest before a Challenge?

A: Yes. Since the Strength lasts this Turn only, it is usually best when the target Being can use that Strength right away.

 

Heathen Inheritance

 

Heathen Inheritance is a Rare Event from the Power Age, costing 1 Faith. It returns a faith Verse to your Hand, then deals 4 Damage to target enemy.

 

Strategic Use In Gameplay

 

Heathen Inheritance is a powerful low-cost Damage Event with resource flexibility. Returning a faith Verse to your Hand can help you recover a Verse from your Faith Area, while the 4 Damage can remove a Being or pressure an Opponent.

 

Because it says target enemy, it can target an Opponent or an enemy Being. If it damages an Opponent, the Player who dealt the Damage Gains Bible Points equal to the Damage inflicted.

 

Synergies And Combinations

 

Faith Verse Return: Heathen Inheritance returns a faith Verse to your Hand.

 

High Damage: Heathen Inheritance deals 4 Damage to target enemy.

 

Pray Synergy: Since Heathen Inheritance is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Can Heathen Inheritance target an Opponent?

A: Yes. It says target enemy, so it can target an Opponent or an enemy Being.

 

Q: Does Heathen Inheritance help me Gain Bible Points?

A: Yes, if it deals Damage to an Opponent. Damage dealt to a Being does not give Bible Points.

 

Q: Does Heathen Inheritance return a faith Verse to your Hand?

A: Yes. Heathen Inheritance returns a faith Verse to your Hand, then deals 4 Damage to target enemy.

 

Truth Uncovered

 

Truth Uncovered is a Common Event from the Power Age, costing 2 Faith. All Beings lose Darkness, then you Draw a Verse.

 

Strategic Use In Gameplay

 

Truth Uncovered is a strong answer against Darkness. Since it affects all Beings and does not Target, it can remove Darkness even from Beings that normally cannot be Targeted before they Interact.

 

After removing Darkness from all Beings, you Draw a Verse, helping replace Truth Uncovered in your Hand.

 

Synergies And Combinations

 

Darkness Removal: Truth Uncovered makes all Beings lose Darkness.

 

Non-Targeting Control: Because it does not Target, it can affect Beings with Darkness.

 

Card Draw: After all Beings lose Darkness, you Draw a Verse.

 

Frequently Asked Questions

 

Q: Does Truth Uncovered affect friendly Beings too?

A: Yes. Truth Uncovered makes all Beings lose Darkness.

 

Q: Can Truth Uncovered affect Beings with Darkness?

A: Yes. It does not Target, so Darkness does not stop it.

 

Q: Do I still Draw a Verse if no Beings have Darkness?

A: Yes. Truth Uncovered still lets you Draw a Verse.

 

Bright Angel

 

Bright Angel is an Uncommon Spirit Being from the Power Age, costing 2 Faith with 3 Strength, 4 Hope, 2 Reach, and 3 Move. Its Prophecy Ability returns a faith Verse to your Hand.

 

Strategic Use In Gameplay

 

Bright Angel is a strong early Spirit with excellent Stats for its Cost. When Bright Angel is Created, its Prophecy Ability returns a faith Verse to your Hand, giving you resource flexibility while placing a strong Being on the Storyline.

 

Because Bright Angel has 3 Strength and 4 Hope for only 2 Faith, it can pressure enemy Beings while helping you recover a faith Verse for later use.

 

Synergies And Combinations

 

Faith Verse Return: Bright Angel returns a faith Verse to your Hand when it is Created.

 

Strong Early Stats: With 3 Strength and 4 Hope, Bright Angel is a strong 2-Cost Being.

 

Spirit Synergy: Bright Angel fits naturally into Decks that care about Spirits or faith Verse return effects.

 

Frequently Asked Questions

 

Q: When does Bright Angel return a faith Verse to your Hand?

A: Bright Angel returns a faith Verse to your Hand when it is Created.

 

Q: Can Bright Angel return a faith Verse used to help pay for it?

A: Yes, if that faith Verse is a valid faith Verse to return when the Prophecy Ability resolves.

 

Q: Does Bright Angel’s Prophecy Ability trigger when it is Created?

A: Yes. Prophecy triggers when Bright Angel is Created.

 

Healing Leaves

 

Healing Leaves is a Common Event from the Power Age, costing 2 Faith. It restores 2 Hope to all friendly Beings.

 

Strategic Use In Gameplay

 

Healing Leaves is a wide Hope restoration Event. It can recover multiple damaged friendly Beings at once, helping your Storyline stay active after Challenges or Damage-dealing effects.

 

Because Healing Leaves restores Hope instead of giving Hope, it cannot raise a Being above its maximum Hope.

 

Synergies And Combinations

 

Storyline Recovery: Healing Leaves restores 2 Hope to all friendly Beings.

 

Restore Synergy: Healing Leaves works well with Beings that care about Hope being restored.

 

Wide Storyline Value: The more damaged friendly Beings you have, the more value Healing Leaves can give.

 

Frequently Asked Questions

 

Q: Does Healing Leaves restore Hope to enemy Beings?

A: No. Healing Leaves restores 2 Hope to all friendly Beings.

 

Q: Can Healing Leaves restore Hope above a Being’s maximum Hope?

A: No. Restore brings lost Hope back up, but it does not raise a Being above its maximum Hope.

 

Q: Does Healing Leaves Target?

A: No. Healing Leaves restores 2 Hope to all friendly Beings.

 

Guarding Jerusalem

 

Guarding Jerusalem is an Uncommon Event from the Power Age, costing 2 Faith. It returns a faith Verse to your Hand, then Creates three Grateful Inhabitant Tokens.

 

Strategic Use In Gameplay

 

Guarding Jerusalem gives you both faith Verse flexibility and Storyline presence. Returning a faith Verse to your Hand can help you reuse or reposition your resources, while Creating three Grateful Inhabitant Tokens helps build a defensive Storyline.

 

Because Grateful Inhabitant has Protect, these Tokens can help block Challenges to Adjacent Beings.

 

Synergies And Combinations

 

Faith Verse Return: Guarding Jerusalem returns a faith Verse to your Hand.

 

Token Creation: Guarding Jerusalem Creates three Grateful Inhabitant Tokens.

 

Protect Setup: Grateful Inhabitant Tokens can block Challenges to Adjacent Beings.

 

Frequently Asked Questions

 

Q: What Tokens does Guarding Jerusalem Create?

A: Guarding Jerusalem Creates three Grateful Inhabitant Tokens.

 

Q: What happens if I do not have three open Slots?

A: Create as many Grateful Inhabitant Tokens as you can in open Slots.

 

Q: Does Creating Grateful Inhabitant Tokens count as Playing Beings from your Hand?

A: Yes. Creating Tokens is equivalent to playing Beings from your Hand onto the Storyline.

 

Abundant Multitude

 

Abundant Multitude is a Common Fish Being from the Power Age, costing 2 Faith with 0 Strength, 4 Hope, 1 Reach, and 4 Move. Adjacent Beings have +1 Strength.

 

Strategic Use In Gameplay

 

Abundant Multitude is a positioning support Being. It has 0 Strength, so it is not strong in Challenges by itself, but it gives Adjacent Beings +1 Strength.

 

Because the Ability says Adjacent Beings, placement matters. Be careful where you place Abundant Multitude, because any Being Adjacent to it can receive the Strength bonus.

 

Synergies And Combinations

 

Adjacent Strength Bonus: Abundant Multitude gives Adjacent Beings +1 Strength.

 

Positioning Strategy: Place Abundant Multitude beside Beings you want to strengthen.

 

Fish Synergy: Abundant Multitude fits naturally into Decks that care about Fish or positioning-based support.

 

Frequently Asked Questions

 

Q: Does Abundant Multitude give +1 Strength to itself?

A: No. It gives +1 Strength to Adjacent Beings.

 

Q: Does Abundant Multitude only affect friendly Beings?

A: Yes. It says Adjacent Beings, so only friendly beings can be affected.

 

Q: What happens if a Being stops being Adjacent to Abundant Multitude?

A: If a Being is no longer Adjacent, it no longer receives the +1 Strength from Abundant Multitude.

 

Unmerited Rest

 

Unmerited Rest is a Common Event from the Power Age, costing 3 Faith. It gives target friendly Being Abundance.

 

Strategic Use In Gameplay

 

Unmerited Rest gives a friendly Being the ability to Challenge twice. This can turn a strong Being into a major Storyline threat, especially if it already has high Strength or an Ability that triggers when it Challenges.

 

Because no duration is given, the Abundance stays unless another effect removes it.

 

Synergies And Combinations

 

Abundance Grant: Unmerited Rest gives target friendly Being Abundance.

 

Double Challenge: Abundance allows the Being to Challenge twice.

 

Challenge Trigger Support: Unmerited Rest is strong on Beings with Abilities that trigger when they Challenge.

 

Frequently Asked Questions

 

Q: Does Unmerited Rest last this Turn only?

A: No. Since no duration is given, Abundance stays unless another effect removes it.

 

Q: Can Unmerited Rest target an enemy Being?

A: No. Unmerited Rest targets a friendly Being.

 

Q: What does Abundance do?

A: Abundance allows the Being to Challenge twice.

 

Lake Of Fire

 

Lake Of Fire is a Rare Event from the Power Age, costing 3 Faith. It Exiles all Verses from your Hand, then Exiles all Beings.

 

Strategic Use In Gameplay

 

Lake Of Fire is a complete Storyline reset with a major Hand cost. First, you Exile all Verses from your Hand. Then, you Exile all Beings.

 

This can be powerful when the Opponent has a stronger Storyline than you, or when you need to clear every Being from the Storyline. However, losing all Verses from your Hand is a serious cost, so Lake Of Fire should be used carefully.

 

Synergies And Combinations

 

Hand Exile: Lake Of Fire Exiles all Verses from your Hand.

 

Mass Exile: Lake Of Fire Exiles all Beings.

 

Resurrect Synergy: Beings with Resurrect can trigger when Lake Of Fire Exiles them from the Storyline.

 

Frequently Asked Questions

 

Q: Do I Exile Verses from my Hand before Exiling all Beings?

A: Yes. Follow the Ability in order. First, Exile all Verses from your Hand. Then, Exile all Beings.

 

Q: Does Lake Of Fire Exile friendly Beings too?

A: Yes. Lake Of Fire Exiles all Beings.

 

Q: Does Lake Of Fire trigger Resurrect?

A: Yes. Beings with Resurrect trigger when they are Exiled from the Storyline.

 

Brave Leader

 

Brave Leader is an Uncommon Child Being from the Power Age, costing 3 Faith with 0 Strength, 3 Hope, 0 Reach, and 4 Move. At your End Of Turn, you Draw a Verse.

 

Strategic Use In Gameplay

 

Brave Leader is a resource Being that helps keep your Hand active. At your End Of Turn, Brave Leader lets you Draw a Verse as long as it remains on the Storyline.

 

Because Brave Leader has 0 Strength and 0 Reach, it is not built for Challenges. Its main value comes from staying on the Storyline and giving you repeated card draw.

 

Synergies And Combinations

 

End Of Turn Draw: Brave Leader lets you Draw a Verse at your End Of Turn.

 

Child Synergy: Brave Leader fits naturally into Decks that care about Children.

 

Protection Support: Giving Brave Leader Protect, Anointing, or extra Hope can help it stay on the Storyline longer.

 

Frequently Asked Questions

 

Q: When does Brave Leader let you Draw a Verse?

A: At your End Of Turn.

 

Q: Can Brave Leader Challenge with 0 Reach?

A: No. A Being with 0 Reach cannot Challenge unless another effect increases its Reach.

 

Q: Can Brave Leader Draw multiple Verses each Turn?

A: No. Brave Leader’s Ability triggers at your End Of Turn and lets you Draw one Verse.

 

Heavenly Protection

 

Heavenly Protection is an Uncommon Event from the Power Age, costing 3 Faith. It returns a faith Verse to your Hand, then deals 3 Damage to all enemy Beings.

 

Strategic Use In Gameplay

 

Heavenly Protection is a powerful Event that combines faith Verse return with enemy Storyline Damage. Returning a faith Verse to your Hand gives resource flexibility, while dealing 3 Damage to all enemy Beings can clear small Beings and weaken larger ones.

 

Because it deals Damage to all enemy Beings and does not Target, it can Damage enemy Beings with Darkness.

 

Synergies And Combinations

 

Faith Verse Return: Heavenly Protection returns a faith Verse to your Hand.

 

Enemy Storyline Damage: Heavenly Protection deals 3 Damage to all enemy Beings.

 

Pray Synergy: Since Heavenly Protection is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Heavenly Protection Damage friendly Beings?

A: No. It deals 3 Damage to all enemy Beings.

 

Q: Does Heavenly Protection Target enemy Beings?

A: No. It deals Damage to all enemy Beings, so it does not Target them individually.

 

Q: Can Heavenly Protection affect enemy Beings with Darkness?

A: Yes. Darkness does not stop non-targeting effects.

 

Bride, To Armageddon

 

Bride, To Armageddon is a Common Woman Being from the Power Age, costing 4 Faith with 4 Strength, 4 Hope, 1 Reach, and 3 Move. She has Protect, allowing her to block Challenges to Adjacent Beings.

 

Strategic Use In Gameplay

 

Bride, To Armageddon is a solid defensive Being with balanced Stats. With 4 Strength and 4 Hope, she can pressure enemy Beings while also protecting Adjacent Beings through Protect.

 

Because Protect only works with Adjacent Beings, Bride, To Armageddon is strongest when placed beside Beings you want to protect from Challenges.

 

Synergies And Combinations

 

Protect Support: Bride, To Armageddon can block Challenges to Adjacent Beings.

 

Balanced Stats: With 4 Strength and 4 Hope, she is reliable in Challenges.

 

Woman Synergy: Bride, To Armageddon fits naturally into Decks that care about Women or defensive positioning.

 

Frequently Asked Questions

 

Q: Does Protect defend every friendly Being?

A: No. Protect only blocks Challenges to Adjacent Beings.

 

Q: Does Protect stop Events?

A: No. Protect does not stop Ability Targeting or Damage from Events.

 

Q: Can Bride, To Armageddon protect Beings beside her?

A: Yes. Her Protect can block Challenges to Adjacent Beings.

 

Gog, Of Magog

 

Gog, Of Magog is a Rare King Being from the Power Age, costing 4 Faith with 5 Strength, 3 Hope, 4 Reach, and 4 Move. His Prophecy Ability gives all other friendly Beings Unclean.

 

Strategic Use In Gameplay

 

Gog, Of Magog is a powerful midgame King that can turn your Storyline into a dangerous board. When he is Created, all other friendly Beings gain Unclean, meaning Beings damaged by them can be Exiled.

 

Because Gog gives Unclean to all other friendly Beings, he works best when you already have multiple Beings on the Storyline.

 

Synergies And Combinations

 

Unclean Storyline: Gog gives all other friendly Beings Unclean when he is Created.

 

Wide Storyline Value: The more friendly Beings you have, the more value Gog can give.

 

King Synergy: Gog fits naturally into Decks that care about Kings or wide Storyline pressure.

 

Frequently Asked Questions

 

Q: Does Gog give Unclean to himself?

A: No. Gog gives Unclean to all other friendly Beings.

 

Q: What does Unclean do?

A: Unclean Exiles Beings damaged by it.

 

Q: What happens if Gog is my only friendly Being?

A: If Gog is your only friendly Being, his Prophecy Ability has no other friendly Beings to affect. Gog still remains on the Storyline.

 

Son Of Zadok

 

Son Of Zadok is an Uncommon Priest Being from the Power Age, costing 4 Faith with 2 Strength, 1 Hope, 3 Reach, and 2 Move. His Prophecy Ability gives another target friendly Being Abundance.

 

Strategic Use In Gameplay

 

Son Of Zadok is a support Priest that can give another friendly Being the ability to Challenge twice. This is strongest when you already have a powerful friendly Being on the Storyline that can make good use of Abundance.

 

Because Son Of Zadok cannot target himself, he is best played when another friendly Being is ready to benefit from the Ability.

 

Synergies And Combinations

 

Abundance Support: Son Of Zadok gives another target friendly Being Abundance.

 

Challenge Pressure: Abundance allows the chosen Being to Challenge twice.

 

Priest Synergy: Son Of Zadok fits naturally into Decks that care about Priests or support Abilities.

 

Frequently Asked Questions

 

Q: Can Son Of Zadok give Abundance to himself?

A: No. He gives Abundance to another target friendly Being.

 

Q: What happens if I have no other friendly Being?

A: If there is no other friendly Being to target, the Prophecy Ability has no valid target. Son Of Zadok still remains on the Storyline.

 

Q: Does the Abundance stay?

A: Yes. Since no duration is given, Abundance stays unless another effect removes it.

 

Imprisoned Dragon

 

Imprisoned Dragon is an Uncommon Dragon Being from the Power Age, costing 5 Faith with 0 Strength, 8 Hope, 1 Reach, and 5 Move. It has Pray +2, increasing your Event Damage by 2.

 

Strategic Use In Gameplay

 

Imprisoned Dragon is a durable Event Damage support Being. It has 0 Strength, so it is not built to win Challenges by itself, but 8 Hope makes it difficult to remove through Damage.

 

Its main value comes from Pray +2, which makes your Damage-dealing Events stronger while Imprisoned Dragon remains on the Storyline.

 

Synergies And Combinations

 

Event Damage: Imprisoned Dragon increases your Event Damage by 2.

 

Durable Support: With 8 Hope, Imprisoned Dragon can stay on the Storyline and support multiple Event plays.

 

Dragon Synergy: Imprisoned Dragon fits naturally into Decks that care about Dragons or Event Damage.

 

Frequently Asked Questions

 

Q: What does Pray +2 do?

A: Pray +2 increases your Event Damage by 2.

 

Q: Does Imprisoned Dragon increase Damage from Challenges?

A: No. Pray increases Event Damage only.

 

Q: Can multiple Pray bonuses stack?

A: Yes. Multiple Pray bonuses stack together.

 

Great White Throne

 

Great White Throne is a Holy Rare Event from the Power Age, costing 5 Faith. It Humbles all Beings, Exiles all Beings, then removes all Verses from Exile.

 

Strategic Use In Gameplay

 

Great White Throne is one of the most complete reset Events in Bible TCG. First, it Humbles all Beings, canceling their Abilities. Then, it Exiles all Beings. Finally, it removes all Verses from Exile.

 

The order matters. Because all Beings are Humbled before they are Exiled, Abilities such as Resurrect are canceled before the Exile happens.

 

Synergies And Combinations

 

Complete Reset: Great White Throne Humbles all Beings, Exiles all Beings, and removes all Verses from Exile.

 

Resurrect Shutdown: Humbling all Beings first cancels Resurrect before the Beings are Exiled.

 

Exile Removal: Removing all Verses from Exile can stop future recovery from the Exile Pile.

 

Frequently Asked Questions

 

Q: Does Great White Throne affect friendly Beings too?

A: Yes. Great White Throne affects all Beings.

 

Q: Do Beings with Resurrect trigger from Great White Throne?

A: No. Great White Throne Humbles all Beings first, so Resurrect is canceled before the Beings are Exiled.

 

Q: What happens after all Beings are Exiled?

A: All Verses in Exile are removed.

 

Right Hand Sheep

 

Right Hand Sheep is an Uncommon Event from the Power Age, costing 6 Faith. It deals 2 Damage to all enemy Beings, then gives all friendly Beings +2 Strength this Turn only.

 

Strategic Use In Gameplay

 

Right Hand Sheep is a strong swing Event. It weakens or Exiles enemy Beings with 2 Damage, then gives all friendly Beings +2 Strength this Turn only.

 

This can clear smaller enemy Beings and help your friendly Beings make stronger Challenges during the same Turn.

 

Synergies And Combinations

 

Enemy Storyline Damage: Right Hand Sheep deals 2 Damage to all enemy Beings.

 

Friendly Strength Boost: It gives all friendly Beings +2 Strength this Turn only.

 

Pray Synergy: Since Right Hand Sheep is an Event that deals Damage, Beings with Pray can increase its Damage.

 

Frequently Asked Questions

 

Q: Does Right Hand Sheep Damage friendly Beings?

A: No. It only deals Damage to enemy Beings.

 

Q: Does the +2 Strength last permanently?

A: No. The +2 Strength lasts this Turn only.

 

Q: Can Right Hand Sheep affect enemy Beings with Darkness?

A: Yes. It does not Target, so Darkness does not stop the Damage.

 

Bride, Lamb’s Wife

 

Bride, Lamb’s Wife is a Rare Woman Being from the Power Age, costing 6 Faith with 3 Strength, 8 Hope, 4 Reach, and 6 Move. All other friendly Beings have +2 Strength and +2 Hope.

 

Strategic Use In Gameplay

 

Bride, Lamb’s Wife is a powerful Storyline support Being. While she remains on the Storyline, all other friendly Beings have +2 Strength and +2 Hope.

 

Because the Ability affects all other friendly Beings, she can make a wide Storyline much stronger. She does not give the bonus to herself, so protecting Bride, Lamb’s Wife is important.

 

Synergies And Combinations

 

Storyline-Wide Buff: Bride gives all other friendly Beings +2 Strength and +2 Hope.

 

Wide Storyline Value: The more other friendly Beings you have, the stronger Bride becomes as a support piece.

 

Woman Synergy: Bride, Lamb’s Wife fits naturally into Decks that care about Women or broad Storyline support.

 

Frequently Asked Questions

 

Q: Does Bride, Lamb’s Wife give +2 Strength and +2 Hope to herself?

A: No. She gives the bonus to all other friendly Beings.

 

Q: What happens if Bride, Lamb’s Wife leaves the Storyline?

A: Her ongoing bonus stops applying.

 

Q: Do new friendly Beings get the bonus while Bride is on the Storyline?

A: Yes. Other friendly Beings have +2 Strength and +2 Hope while Bride, Lamb’s Wife remains on the Storyline.

 

Jesus, Prince Of Peace

 

Jesus, Prince Of Peace is a Holy Rare Lord Being from the Power Age, costing 7 Faith with 5 Strength, 7 Hope, 5 Reach, and 6 Move. He has Abundance, Anointing, and Eternal during your Turn.

 

Strategic Use In Gameplay

 

Jesus, Prince Of Peace is a powerful late-game Lord with strong protection and repeated Challenge pressure. Abundance lets him Challenge twice, while Anointing lets him ignore the first Damage he would take.

 

During your Turn, Jesus has Eternal, meaning he can’t take Damage during your Turn. This makes his Challenges especially strong on your Turn, because he can Challenge without taking Damage.

 

Synergies And Combinations

 

Abundance Pressure: Jesus can Challenge twice.

 

Anointing Protection: Jesus ignores the first Damage he would take.

 

Eternal During Your Turn: During your Turn, Jesus can’t take Damage.

 

Frequently Asked Questions

 

Q: Does Jesus have Eternal all the time?

A: No. Jesus has Eternal during your Turn.

 

Q: Can Jesus take Damage during the Opponent’s Turn?

A: Yes, but Anointing can still ignore the first Damage he would take.

 

Q: Can Jesus Challenge twice?

A: Yes. Abundance allows Jesus to Challenge twice.

 

Conclusion

 

The Power Age completes your journey through all nine Ages of Bible TCG.

 

Now that you understand how each Age plays, you have a clearer picture of the Genesis Set, its strategies, and how the full card pool works together.

 

In the next chapter, Recent Updates, we’ll gather the latest changes in one place so returning players can quickly see what has been refined, clarified, and improved.

Chapter 26: Recent Updates - Get Accustomed To V.1.4

 

Introduction

 

Updating the foundation of a Game is a big move.

 

For those who haven't learned Bible TCG yet, these changes may not feel like much. They'll just learn the Game as it is now and move forward as if nothing happened.

 

But for those of you who already took the time to learn the rules, build Decks, play Games, and even print your own cards to play at the table, I know this can feel difficult.

 

You invested your time. You practiced. You may have even taught others how to play. So I don't want to just drop these changes on you and expect you to figure everything out on your own.

 

That's why this chapter exists.

 

I'm going to walk you through every major change in one place. You'll see what changed, why it changed, and how Bible TCG works moving forward.

 

This is not a normal small update. This is the biggest core rules update Bible TCG has ever had, and it is also the last update I expect to be this big. Some things were broken, some needed refinement, and some simply had to change so Bible TCG could become the best Game it can be.

 

And now is the right time to do it.

 

We are moving toward our first professional print run, and I still have the chance to fix what needs fixing. But after the cards are printed, those choices become much harder to undo. So instead of waiting and regretting it later, I'm making the needed changes now.

 

If you already made your own print-and-play cards, that was not in vain. By following the print-and-play update guide in this chapter, you'll be able to keep playing tabletop with the new rules.

 

All of these changes are currently live in Bible TCG Online, and are being prepared for the updated card files. And if you have any questions, I'm ready to answer them through our official Discord server.

 

So let's walk through everything together, step by step, and see what changed in Bible TCG.

 

Faith And Playing Verses

 

Let's begin with one of the biggest changes: Faith.

 

You can now place a Verse from your Hand as Faith at any point during your Turn.

 

Before, this had to happen at the beginning of your Turn. Now, you have more freedom.

 

This means you can Play a Verse, think through the Storyline, make a Move, Challenge, and then still place your Faith later if you haven't done it yet that Turn.

 

You still only get to place one Verse as Faith each Turn, but you now have more control over when that happens.

 

Verse Age Cost

 

The way Faith pays for Verses has also changed.

 

To Play a Verse that costs 1 or more Faith, at least one of the faith verses you use must be from that Verse's Age.

 

It is no longer enough to simply have that Age somewhere in your Faith Area.

 

For example, if you want to Play a Gospel Age Verse that costs 1 or more Faith, at least one of the faith verses you use to pay its Cost must be a Gospel Age faith verse.

 

This also matters when you want to Play multiple Verses from the same Age in one Turn.

 

If you want to Play two Gospel Age Verses that each cost 1 or more Faith, you need to use a Gospel Age faith verse for the first Verse, and another Gospel Age faith verse for the second Verse.

 

You now choose which faith verses you use when paying a Verse's Cost. This gives you more control, but it also means you have to think carefully.

 

If you use the wrong faith verse too early, you may lock yourself out of another Play later that Turn.

 

0-Cost Verses

 

The same Age rule applies to 0-Cost Verses.

 

Even though a 0-Cost Verse does not use any Faith, you still need at least one available faith verse of the same Age to Play it.

 

For example, if you want to Play a 0-Cost Elder Age Verse, you need at least one available Elder Age faith verse.

 

Because the Verse costs 0 Faith, that faith verse does not become used.

 

But if you have no available faith verse from that Verse's Age, you cannot Play it, even if it costs 0.

 

Reach Stat

 

Reach is now a Stat on each Being.

 

Before this update, every Being had the same universal range. That is no longer the case.

 

Now, each Being has its own Reach number. This tells you how far that Being can Challenge on the Storyline.

 

A Being with 0 Reach can't Challenge.

 

A Being with 1 Reach can Challenge the Slot directly in front of it.

 

A Being with 2 Reach can Challenge the Slot directly in front of it, plus one Slot to each side.

 

A Being with 3 Reach can Challenge the Slot directly in front of it, plus two Slots to each side.

 

The higher the Reach, the more space that Being can threaten. The maximum Reach a Being can have is 5.

 

This makes positioning much more important. Some Beings are strong up close, while others can threaten more of the Storyline from a distance.

 

Move Stat

 

Move is also now a Stat on each Being.

 

Before this update, Beings could move freely across the Storyline. That is no longer the case.

 

Now, every Being has its own Move number. This tells you how many Slots that Being can move.

 

A Being with 0 Move can't move.

 

A Being with 1 Move can move 1 Slot.

 

A Being with 2 Move can move up to 2 Slots.

 

You can now move through your own Beings, but it costs 1 additional Move to do it.

 

Each empty Slot you move through costs 1 Move.

 

Each occupied Slot you move through costs 2 Move.

 

For example, if a Being moves 2 Slots over and passes through one occupied Slot on the way, it costs 3 Move: 2 for moving through the occupied Slot and 1 for moving into the empty Slot where it lands.

 

The maximum Move a Being can have is 7.

 

This makes positioning much more critical on the Storyline.

 

Interactions

 

You can no longer Move and Challenge with the same Being in the same Turn. You must choose one.

 

If a Being Challenges, that is its Interaction for the Turn. If a Being Moves, that is its Interaction for the Turn. This makes every decision matter more.

 

Challenging is usually the offensive play. You are Challenging an Enemy Being or trying to Gain Points by Challenging your Opponent directly.

 

Moving can be defensive. You may Move a Being to Block your Opponent. Moving can also be evasive. You may Move a Being away from danger so it can survive another Turn.

 

When one of your Beings Interacts, whether by Moving or Challenging, rotate the card 45 to 90 degrees in any direction.

 

At your next Start Of Turn, Reset your Beings so they are Ready again.

 

Challenge Targeting And Darkness

 

One important rules clarification is how Targeting works with Challenges.

 

Targeting can happen in two ways.

 

The first is Ability Targeting. This happens when an Ability uses the word "target."

 

The second is Challenge Targeting. This happens when one Being Challenges another Being.

 

Even though there is no Ability text involved, a Being that Challenges another Being is targeting that Being with the Challenge.

 

This matters for Darkness.

 

Darkness now means a Being can't be Challenged or Targeted before Interacting.

 

A Being with Darkness cannot be chosen by an Ability that says "target," and it cannot be Challenged by an Enemy Being before it Interacts.

 

Once that Being Interacts by Moving or Challenging, Darkness stops protecting it, and it can be Challenged and Targeted normally.

 

A Being with Darkness will not block Enemy Beings directly in front. Once the Being Interacts, Darkness stops protecting it, and it begins Blocking normally.

 

Darkness does not stop non-targeting effects. For example, an Ability that says "Deal 1 damage to all enemy beings" can still affect a Being with Darkness.

 

Tracking Damage

 

Damage is now tracked with dice.

 

When a Being receives Damage, place a die on that Being to show how much Damage it has taken. This is called a Damage Counter.

 

Damage does not go away at the end of the Turn.

 

It stays on the Being until something removes it or the Being leaves the Storyline.

 

Once a Being has Damage Counters equal to or greater than its current Hope, it is Exiled.

 

For example, if a Being has 3 Hope and it has taken 3 Damage, it is Exiled.

 

This makes Damage easier to see at the table and easier to track while playing.

 

Current Hope

 

A Being is Exiled only if its current Hope is 0 or less after all active Abilities, Stat changes, Damage, and Restoration are applied.

 

This matters because a Being's printed Hope is not always the same as its current Hope.

 

If a Being gains Hope, loses Hope, takes Damage, gets Restored, or has an Ability active, all of that is counted before deciding whether the Being is Exiled.

 

Direct Exile is different.

 

If an Ability says "Exile target being," that Being is Exiled no matter how much Hope it has.

 

Deckbuilding

 

Deckbuilding has also changed.

 

The maximum number of copies of the same Verse you can include has increased from 3 to 4.

 

The Main Deck size has increased from 50 Verses to 66 Verses.

 

The Side Deck size has decreased from 16 Verses to 14 Verses.

 

This means you now bring 80 total Verses to a Match: 66 in your Main Deck and 14 in your Side Deck.

 

The three Starter Decks have been updated to match these new rules.

 

If you already built your own custom Decks, you'll need to update your Main Decks from 50 Verses to 66 Verses.

 

The easiest way to do this is by taking some of your 2-copy or 3-copy Verses and increasing them by one copy.

 

Since the card limit is now 4, you have more room to strengthen the Verses your Deck already wants to play.

 

Card Anatomy

 

The card layout has also been updated.

 

Age symbols are now in the top-right corner of the card, replacing the old Set symbol position.

 

The Rarity color now overlays the Age symbol instead of the Set symbol.

 

New Reach and Move Stats have been added to all Beings.

 

Being Stats are now displayed in this order:

 

Strength, Hope, Reach, Move, and then Being Type.

 

At the very bottom of the card, you'll also see more information, such as the Age, Set, number, Rarity, Art Variant, and the name of the artist who illustrated the artwork.

 

These updates make cards easier to understand during gameplay and better prepared for the official printed version.

 

Tokens

 

The old outside-Token system has been removed.

 

Before, there were 10 Tokens that existed outside the normal Rarity system and could not be included in Decks.

 

I've decided to move away from that.

 

Tokens can still be Created by card Abilities, but those old outside Tokens are now becoming real Verses within the Set.

 

Each Age should have 25 different Verses, and there should no longer be outside Tokens that can't be deckbuilt with.

 

Here are the Token changes:

 

Fruitful Fish is now Blue Fish.

 

Hopeful Dove is now Son Of Man.

 

Cockatrice Egg is now Deceived Woman.

 

Swift Raven is now Young Unicorn.

 

Shem, Among Family is now Renown Giant.

 

First Year Male is now Afflicted Man.

 

Gourd Worm is now David's Cattle.

 

Jewish Scribe is now Roman Soldier.

 

Buzzing Bee is now Grateful Inhabitant.

 

Kingdom Come is now Bride, To Armageddon.

 

An additional note: because Buzzing Bee was an Uncommon and Grateful Inhabitant is now a Common, Brave Leader has been changed into an Uncommon to keep the Rarity structure balanced.

 

Aesthetic Changes

 

Some names and Types have also changed to better fit the long-term identity of Bible TCG.

 

The Alpha Age is now called the Elder Age.

 

A new Being Type has been added: Chief.

 

The Ancestor Type has been removed and replaced with either Man or Chief.

 

The Bride Type has been removed and replaced with Woman.

 

Here are the Type changes:

 

Changed to Chief:

 

Adam, One Flesh

 

Noah, Ark Builder

 

Jacob, Tricky Profiter

 

Joseph, Come Near

 

Korah, Rebel Leader

 

Nicodemus, Born Again

 

Apollos, Bold Preacher

 

James, To The Jews

 

Peter, Jewish Apostle

 

Saul, Strict Pharisee

 

Paul, Truth Of Grace

 

Deceiver, False Prophet

 

Changed to Man:

 

Afflicted Man

 

Isaac, Promised Seed

 

Levi, Competitive Tribe

 

Changed to Woman:

 

Bride, Body Of Christ

 

Bride, To Armageddon

 

Bride, Lamb's Wife

 

Changed to King:

 

Antichrist, Wicked One

 

Behemoth, Chief Work and Heathen Inheritance have also received brand-new artwork to better reflect its biblical description.

 

Mechanics

 

Some mechanics have also been updated, refined, or removed.

 

Humble

 

Humble cancels a Being's Abilities.

 

When a Being gets Humbled, the game Abilities in its Text Box stop working.

 

If that Being had Protect, Resurrect, Eternal, Darkness, Abundance, Anointing, Pray, Patience, or any other Ability, those Abilities are canceled.

 

Humble also removes any added Strength or Hope from other effects. This means Strength and Hope counters, whether positive or negative, are removed.

 

Damage Counters are not removed.

 

So if a Being had extra Hope from an Ability and then gets Humbled, it may be Exiled if it now has Damage equal to or greater than its current Hope.

 

Protect

 

Protect has also changed.

 

A Being with Protect now blocks Challenges to Adjacent Beings.

 

It no longer protects all friendly Beings.

 

This makes Protect more tactical. You now have to position your Beings carefully if you want to protect something important.

 

A Protect Being protects the Beings directly beside it, not every Being on your Storyline.

 

Patience

 

Patience has been clarified.

 

Patience activates while damaged.

 

This means the Patience Ability is active while the Being has Damage on it. If that Being is fully Restored and no longer has Damage, Patience turns off.

 

This is cleaner than treating Patience like a one-time trigger.

 

Fear

 

Fear has been clarified.

 

Fear means a Being can't Interact this Turn or the next.

 

A Feared Being cannot Move or Challenge during that time, but it still occupies its Slot and can still Block.

 

Resurrect

 

Resurrect has been clarified.

 

Resurrect triggers when a Being is Exiled from the Storyline.

 

It does not trigger if the Being is Removed, returned to Hand, placed as Faith, or moved somewhere other than Exile.

 

If a Resurrect Ability refers to Adjacent Beings, use the Being's Storyline position at the moment it was Exiled.

 

Removed Mechanics

 

The Forsake mechanic has been removed.

 

Instead of using the Keyword Forsake, cards will now simply say:

 

Exile a Verse from your Hand.

 

The Redeem mechanic has also been removed.

 

Instead of using the Keyword Redeem, cards will now simply say:

 

Return a faith verse to your Hand.

 

These Abilities still exist, but the special Keyword names have been removed to make future Ability wording cleaner.

 

Ability Language Update

 

A major part of this update is not just rules and Stats. The language of the entire Set has also been cleaned up.

 

Bible TCG now uses more consistent wording across all Verses.

 

This makes the Game easier to read, teach, and play in one-on-one and multiplayer formats.

 

Verse And Being Language

 

A card is only a Being while it is on the Storyline.

 

Everywhere else, it is a Verse.

 

This means a Being-type card in your Hand, Deck, Faith Area, Exile Pile, or Out-Of-Game Zone is called a being verse, not a Being.

 

Event-type cards outside the Storyline are called event verses.

 

Cards in the Faith Area are called faith verses.

 

This makes card text much clearer because Abilities now say exactly what kind of Verse or Being they are referring to.

 

Owner Language

 

Owner language has also been cleaned up.

 

A Being or Verse uses "it" and "its."

 

A Player uses "they" and "their."

 

For example:

 

Place target enemy being as faith under its owner's control.

 

Target opponent reveals their hand.

 

This makes the wording more consistent and clearer in multiplayer situations.

 

Enemy Language

 

Enemy means an Opponent or a Being controlled by an Opponent.

 

If an Ability says "target enemy," it can target either an Opponent or an Enemy Being.

 

If an Ability only works on a Being, it says "target enemy being."

 

This helps cards work properly in more Game Formats.

 

Multiplayer Wording

 

A lot of card text has been updated to work better in multiplayer.

 

Instead of using unclear wording, Abilities now say exactly who they affect.

 

Some Abilities say "target opponent" when they affect one Opponent.

 

Some Abilities say "each player" when they affect everyone.

 

Some Abilities say "all players" or "all opponents" when the effect is meant to hit a larger group.

 

This makes the same card language work more cleanly in Classic, Multiplayer, and Free-For-All.

 

Exile And Remove Language

 

Exile and Remove are now more clearly separated.

 

Exile is still part of the Game.

 

Remove means a Verse is moved completely Out-Of-Game.

 

Removed Verses are not in Exile.

 

This matters because an Ability that refers to Exile does not refer to Removed Verses.

 

Card text also now separates "your exile," "target opponent's exile," and "exile" more carefully.

 

Reveal And Repeat

 

Reveal has been clarified. Reveal means to show hidden information to all Players until the Ability that revealed it finishes resolving. For example, if an Opponent reveals their Hand and the next sentence tells you to Exile a Verse from it, their Hand stays revealed until that Ability finishes resolving.

 

Repeat has also been clarified. Repeat means to do the previous instruction again. New Targets may be chosen each time unless the Ability says otherwise.

 

Numbers And Values

 

Number formatting has also been cleaned up.

 

Values use numerals. For example: Gain 2 faith. Deal 3 damage. Restore 5 hope. Target opponent loses 7 points. Give target friendly being +2 strength.

 

Counted objects use words. For example: Draw two verses. Create four tokens. Repeat this seven times.

 

Faith and Restore also do not use plus signs. The correct wording is: Gain 2 faith. Restore 2 hope. Not: Gain +2 faith. Restore +2 hope.

 

Bible TCG Online

 

Bible TCG Online has also been updated.

 

There are now two different Solo Modes.

 

Beginner Mode lets you face off against other Starter Decks.

 

Advanced Mode lets you face off against stronger Top-Tier Decks.

 

Faith is now represented by its Age color rather than the old yellow.

 

You can now see which cards are in each Player's Faith Area.

 

Two new buttons have been added: one to view your Faith Area and one to view your Opponent's Faith Area.

 

There are also now two ways to play: Digital Mode and Tabletop Mode.

 

Digital Mode shows the digital version of the cards, with larger text that is easier to read on smaller screens. It also lets the game update card Stats in real time. Buffs, Damage, and other changes are calculated and displayed for you.

 

Tabletop Mode shows the official tabletop version of the cards. In this mode, the values printed on the card do not change directly. Instead, the game uses tabletop-style counters and tokens to track Damage, buffs, and other changes.

 

This lets you play Bible TCG Online in the way that feels best for you while also helping you learn how the physical tabletop version of the Game works.

 

Updated Verse Abilities And Stats

 

Several Verse Abilities and Stats have been updated.

 

Abram's Bad Dream now creates four Tokens instead of five.

 

Ark Of The Covenant now lets you choose whether your Opponent also draws seven Verses.

 

Soaring Eagle now has 2 Reach and 1 Move. Before, it had 3 Reach and 2 Move.

 

Noah, Ark Builder now gives all friendly Beings Eternal this Turn only. Before, it gave Eternal to all other friendly Beings.

 

Land Inheritance now only targets friendly Beings. Before, it could target friendly or enemy Beings.

 

Jonah, Sent To Gentiles now triggers when damaged. Before, it triggered when Challenging or being Challenged.

 

Keys Of Hell And Death now returns all event verses from your Exile to your Hand instead of playing them all at once.

 

Jesus, Son Of God now has Eternal instead of its old Resurrect Ability.

 

Lion Creature, formerly Lion Throne Beast, now has an End Of Turn Ability instead of its old Prophecy Ability: At your End Of Turn, deal 1 damage to target enemy being.

 

David, God's Heart now has Darkness instead of Protect.

 

Nicodemus, Born Again has a new Ability:

 

Whenever a being is restored, give this being +1 strength and +1 hope.

 

Fortune Moth now has 3 Reach and 2 Move. Before, it had 2 Reach and 1 Move.

 

Eagle Creature, formerly Eagle Throne Beast, now has an End Of Turn trigger instead of a Resurrect Ability: At your End Of Turn, each player draws a verse.

 

Black Horse Rider now has a Prophecy Ability instead of an active Ability: Prophecy: Remove all verses from exile. (Triggers when created.)

 

Heaven And Earth now Humbles target enemy being and makes its owner gain 2 points. The updated wording is: Humble target enemy being and its owner gains 2 points. (Cancels abilities.)

 

Lake Of Fire now says: Exile all verses from your hand. Exile all beings.

 

Shame’s Awakening now costs 1 Faith. Before, it cost 0 Faith.

 

Signs And Wonders now costs 1 Faith. Before, it cost 0 Faith.

 

Updated Verse Titles

 

Several Verse titles have also been updated.

 

Mother's Child is now Son Of Man.

 

Baby Beast is now Young Unicorn.

 

Renown Soldier is now Renown Giant.

 

Gigantic Behemoth is now Behemoth, Chief Work.

 

Dreadful Leviathan is now Leviathan, Sea Serpent.

 

Eagle Throne Beast is now Eagle Creature.

 

Lion Throne Beast is now Lion Creature.

 

Grateful Man is now Grateful Inhabitant.

Tread The Winepress is now Heathen Inheritance.

 

Returning Bride is now Bride, To Armageddon.

 

These title changes help clean up the card names and make them fit more clearly within the Bible TCG world.

 

Print-And-Play Update

 

If you already printed your own Bible TCG proxies, you can still use them.

 

You do not need to throw them away.

 

The easiest way to update your proxies is with a permanent marker, like a Sharpie.

 

These cards are already proxies, so don't worry about making them look perfect. The goal is simply to make them clear enough to play with the new rules.

 

When a Being needs new Stats, write the Reach and Move numbers somewhere easy to see. You can write them near the bottom of the card, beside the old Strength and Hope Stats, or anywhere that makes sense on the card.

 

When a card's Type changes, write the new Type over the old one or near the Type section.

 

For example, if a card used to say Ancestor but is now Chief, simply cross out Ancestor and write Chief beside it.

 

When a Verse Ability changes, write the new wording wherever there is space. You can write it over the artwork, in the Scripture section, beside the Ability box, or on any open area of the card.

 

It does not need to look official. It only needs to be readable.

 

When a Verse title changes, you can write the new title near the top of the card. This update is mostly for clarity, so if you only care about gameplay, this one is optional.

 

If a card is being fully replaced by another Verse, write the new Verse name clearly on the card and update anything else that changed, such as its Type, Ability, or Stats.

 

Once all of the official cards are redesigned, I'll also update the print-and-play files so you can download the newest version. That way, you can either mark up the cards you already printed or print the updated files when they're ready.

 

Again, your proxies were not wasted.

 

With a marker and a few small changes, you can update your cards and keep playing right away.

 

Print-And-Play Checklist

 

To update your print-and-play cards, follow these steps:

 

Add Reach and Move Stats to all Beings.

 

Change the Being Types listed in this chapter.

 

Replace the 10 old Token cards with their new Verse replacements.

 

Update the changed Verse Abilities and Stats listed in this chapter.

 

Rename the updated Verse titles.

 

Update any wording that no longer matches the new rules, especially Darkness, Protect, Faith, Exile, Remove, and multiplayer wording.

 

Conclusion

 

And that's the full update.

 

I know this was a big one.

 

There are new Faith rules, new Reach and Move Stats, new Interaction rules, new Deckbuilding rules, updated card anatomy, a better Token structure, cleaner Types, refined Mechanics, clearer Ability language, multiplayer-friendly wording, and several updated Verse Abilities and Stats.

 

But all of these changes are moving Bible TCG in the right direction.

 

The goal is not to make the Game harder.

 

The goal is to make the Game cleaner, deeper, more balanced, easier to understand, and more ready for the future.

 

This is the time to make these changes.

 

Before the first professional print run.

 

Before the Game is physically locked in.

 

Before Players collect cards that can't be changed.

 

So thank you for being part of Bible TCG during this early stage. If you learned the old version, built Decks, printed cards, played Games, or helped others learn, I truly appreciate you.

 

Thank you for shaping the Game into what it is becoming.

 

Now that you understand what changed, the next step is to update your Decks, update your proxies if needed, and start playing with the new rules.

 

Let's keep building, keep improving, and let's get the world to play the Bible!

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